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MONSTERS & TREASURE OF AIRHDE

STEPHEN CHENAULT
WITH CONTRIBUTIONS BY PETER BRADLEY, MARK SANDY, NEAL CHENAULT, AND TODD GRAY.

Cover art, Design, Layout, Interior Art, Logos and Logo Designs by Peter “20 Dollar” Bradley

Additional Interior Art: Mark Allen, Peter Bradley, Jason Walton, Nathan Nagata, and Bryan Swartz.

EDITED BY: Tim Burns & Christina Stiles

PLAYTESTERS
Derrick “Omote” Landwehr
JJ “CLG” Commisso
Jack “Gronk” McCarthy
Brian Larson
Julia “Pixiebits”

For more information on Castles & Crusades and related products or to Join the Castles & Crusades Society, please contact us at,
Troll Lord Games 1818 N. Taylor, #143, Little Rock, AR 72207
On the web at www.trolllord.com or email at troll@trolllord.com or
www.castlesandcrusades.com

©2010 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a Registered Trademark of Troll Lord Games. All Rights Reserved.
C&C, Castle Keeper, Airhde, SIEGE engine,Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos are Trademarks of
Troll Lord Games. All Rights Reserved.

MONSTERS & TREASURES OF AIHRDE 1


TABLE OF CONTENTS
OGL 4 DOG, WAR ICE ROUNDER
INTRODUCTION DOLPHIN IKLE DEMON
5
DRAGON IO -TOPEK
WHAT ARE THEY AND 5 J
HOW TO PLAY THEM BEAKED 98-101
BONED JARA-TUOR
MONSTER 5
CHARACTERISTICS CH-CRUP JARHDEL
FLYING JOLMUEN
EXPERIENCE POINTS 6
FRILLED JUNG-MULE
MONSTER CREATION 6 IAHNEAL K 101-104
MONSTERS 9-150 IRS WYRM ~ LESSER KAVRUN HOUND
A 9-12 IRS GREATER KIMER STEPPE DEVIL
LIAL (FEATHERED) KUSITH
AFKARN
MAEGLE KUTHITE
ALKONOTH
MUSK L 105-108
AMNUG
NAKAL
ANTELOPOE LAKARN
RING
AOTHSIL LLAMA
SPIKE TAIL
B 12-15 LAUK
TAGEAN
BLACK BREATH LEOPARD
UNK
BLOOD OOZE LAUMEUN
DRAGON MEN OF KOTH
BLOOD WORM LUVANDGAURN
DREAM WARRIOR
BOGTILT M 108-112
DWARF
BUFFALO MISON MEN
E 72-79
C 15-23 MOGRL
EAGLE MONKEY
CAMEL ELDRITCH GOBLINS SMALL
CATTLE ELETHU LARGE
CARIBOU ELF BANE MOUNDULE
CEANA OLDENBERG ELF, MIST MULE
CHARON FIEND ERDER WYRM
CHIMERA, LESSER N 112-116
ESCHL
COBLYNAU NAERLUTH
F 79-83 NAERLUTHUT
CRAB, GIANT
FEULK NAGA, FROST
CRNA RUK
FIEDOTH NAGA, GHOST
CUNULRUR
FORSAKEN O 116-119
D 23-71
FOX OGRE, FROST
DAKMOUR WYRM G 83-88 OONLULTH
DEMON
GAMPEDE ORBUT
ARU
GAR, GIANT ORDAG-MUEN
NACURAVAND
GIANT, TRUE P 119-121
PARALYTE
GOLEM, COPPER PUALA
SUCCUBUS
GRINDLWERE PHIDIAN
ULTHAL
GULUP-THER Q 121-123
UNKBARTIG
H 88-95 QUESTING BEAST
VULCREED
DEVIL HALFLING QU FIEND
AGHUL HAWK QUIL
CULL HIPPOPOTAMUS R 123-127
KAIN’S HENCHMAN HLOBANE RAM
MAUKLING HLOBANE, NEUROG LET RED CAP
MONGREL HLOBANE, UK JANU ROCHUN FIEND
NAROZIN HOUNDS OF DARKNESS RUNE MAID
SAULD HULEN S 127-134
SEERE I 95-98 SARAB POOL
VONLATOT IBAR SENTIENT

2 CASTLES & CRUSADES


SMOKE GUARDIAN BOOT OIL 154 HOLY ICON 163
SNOW STEED BOOTS OF STATURE 154 HORN OF BREAKING 163
SOUL THEIF C 155 HORN OF ETHRUM 164
SPHIERLEX
SUK TREE CHARLE’S BANE 154 HORN OF THE HALFLING 164
T 134-139 CLOAK OF SHADOWS 154 HORN OF SOUNDING 164
TAEALL STEED CLOTH OF HYLDE 155 I 164
TAGEAN HOUND CRUP PIPES 155 IERGILD METAL 164
TOMT D 155 K 164
TROLL LORD DEEP WATER SKIN 155 KRUMMELVOLE 164
TUOTH
DEFLECTING HELMET 155 L 165
U 139-143
DISCERPO, SWORD 156 LIAL ARROWS 165
UNDINE
DRAGON BELLS 156 LINKS OF ARMOR 165
UNGERN
DRAGON HIDE BOOTS 156 LUCKY WHETSTONE 165
UNKLAR ’S BREATH
DURENDALE, HOLY SWORD 156 M 166
UR-SUK
DWARVEN BEARD HOOKS 156 MAMMOTH SCROLLS 166
V 143-145 E 157 MANTLE OF CONFESSION 166
VIMNEL EYE OF THORAX 157 MORGL’S SALT 166
VORDOAG F 157 N 166
VORGAL MOUND FEATHERED ROPE 157 NECKGUARD OF CHARLES
166
VULTURE FONTS OF NARRHEIT 157 THECONFESSOR
VULTURE, GREATER FONT OF HOPE AND LOSS 157 NETS OF THE EMPTY 167
W 145-148 FONT OF LUST 158 NOXMURUS, SWORD 167
WALRUS FONT OF LONGING 158 O 168

WATER FOUL FONT OF SORROW 158 OMDURMAN 168


FONT OF GREED 158 P 168
WAZK
FONT OF GLUTTONY 158 PATRICE’S INDEX OF POTIONS 168
WEVEIN
FONT OF JEALOUSY 158 PRIDE OF THE GOBLINS 168
WITCH ORB
FONT OF MADNESS 158 Q 169
WITCH STALK
FONT OF VANITY 159 QUIL SKIN 169
X
FONT OF THE ABANDONED 159 QUIL CLUB 169
Y 149-151
Z FONT OF HATE 159 R 169
YEDAA FONT OF PRIDE 159 RILTHWOOD 169
YRTH G 159 RING OF GRUACH THE GOBLIN 170
GARNER ’S RESTFUL COT 159 RING OF SOUND 170
ZHENU
GARNER’S RESTFUL HAMMOCK 159 ROAN THREADS 170
TREASURE 152-176 GLOVES OF TRUE NORTH 160 OF LAW 170
A 152 GOLDEN QUILL 160 OF CHAOST 170
ABYSSAL CANNIKIN 152 GONFALON 160 RUNESTONES 170
ARROWS OF ALKONOTH 152 GORGORTHORIUM 160 RUNES OF ONDLUCHE 170
ARROWS OF WEAKENING 152 GOSSAMER OF THE UNK WYRM 161 AUTUMN RUNES 170
AXE OF UNMAKING 152 GOTTLAND DELPHINIUM 161 WINTER RUNES 170
B 152 GOURD OF AMENUT 161 BLOOD RUNES 171
BAG OF BONES 152 GRAIL OF JAREN 162 RUNE BOX 171
BARBS OF NAKAL 152 H 162 RUNE POWDER 171
BARD’S JOURNAL 153 HAMMER, SMITHING 162 RUNE SHIELD 171
BLADE OF RHEALTH 153 HARG & HYLDE 162 S 172
BLOODLINE WEAPON 153 HAVOC 163 SHIELD OF IAHNEAL 172
BOOK OF LIES 153 HOLY FLAME 163 SHIELD OF ILLUMNINATION 172
SHIELD OF SHATTERING 172

MONSTERS & TREASURES OF AIHRDE 3


SHROUD OF AIDEN 172 TRAP DUST 175 HATE 175
SHROUD OF DARKNESS 172 TWIG OF THE BANSHEE 175 PRIDE 175
SKRUEL’S CLIMBING SPIKES 173 TRUNCHEONS 175 U 176
STAFF OF THE WINTER RUNE 173 HOPE AND LOSS 175 ULEP CHARMS 176
STATUE OF WELL TIDING 173 LUST 175 V 176
STAVES OF MORDIUS 173 LONGING 175 VIAL OF CREATION 176
STONES OF GUIDING 174 SORROW 175 W 176
SUK, BARK 174 GREED 175 WAZK SCALP 176
SUK, FLOWERS 174 GLUTTONY 175 WAY OUT MARBLE 176
SUK, SAP 174 JEALOUSY 175 WINTER ROSE 176
SWORD OF CRATEUS 174 MADNESS 175 Z 176
JACKAL SWORD 174 VANITY 175 ZEPHYR PLUME 176
T 175 LOST 175
TAGEAN SPEAR 175 ABANDONED 175

OGL
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4 CASTLES & CRUSADES


INTRODUCTION
INTRODUCTION MONSTER CHARACTERISTICS

T he monsters populating worlds of adventure are drawn


from a multitude of sources. Mythological stories, of fantasy
and science fiction books, poems, lays, and sagas all supply the
NUMBER ENCOUNTERED (NO. ENCOUNTERED) reflects the average
number of creatures encountered. There may be several listings
that reflect different encounter areas. For instance, an orc is
imaginative gamer with source material for new and ever more listed as 2–12, 10–100. These represent a raiding party and the
wonderful monsters. We have tried to include some of the entire tribe or clan, respectively. Some monsters are not assigned
more popular versions of monsters in this book, but sprinkled exact numbers, such as bison or other herd animals. These herds
throughout are a number of obscure and rare beasts as well. can range from small groups of 3 to 5 members to huge herds of
10,000 or more. The Castle Keeper should always manage the
WHAT ARE THEY & HOW TO PLAY THEM number of monsters while considering the plot of the adventure
and the relative power of the party.
Monsters serve two key roles in Castles & Crusades. One is
that they can be used as background material. For example, SIZE (SIZE) is the approximate height of a creature. There are
Umladen Stonebrow has gathered his cousins to plunder the three sizes of monsters in Castles & Crusades: small, medium and
long-abandoned mines of Dwarfhole. Within are many creatures, large. Small represents any height less than 5 feet, medium is
including trolls and orcs, but even naga and other creatures any height between 5 and 7 feet, and large is any height over 7
more strange and twisted. In this instance, the implied presence feet. Castle Keepers should note that creatures who can swallow
of monsters serves to heighten the perceived and real dangers of a victim whole, such as the tyrannosaurus rex and the purple
Dwarfhole, and lends a particular mood to the setting. worm, cannot swallow all creatures. Circumstances must dictate
the action, and Castle Keepers should use their best judgment.
Alternatively, a monster may be the goal of the adventure. For
example, Beorn stalks a trackless waste to search for the dragon HIT DICE (HD) is a creature’s hit dice. The hit dice is the
lying at the root of the great mountain, Uji. Beorn’s intent is equivalent of the monster’s level. The hit dice represents the
to slay the beast and free the mountain of its dominance. Once number (and type) of die rolled for the creature’s hit points. For
this deed is finished, he will be accounted a great hero, and will example, a monster with 2 (d8) hit dice has 2d8 hit points. A
earn the wealth of history’s remembrance. In this instance, the monster’s hit dice is also equivalent to the monster’s base attack
monster itself is the entire purpose of the adventure. roll modifier. For example, a 3 hit dice creature receives a base
bonus of +3 to all attacks.
Depending on their race, alignment, and the Castle Keeper’s
designs, monsters can either impede or aid adventurers. Whatever MOVE (MOVE) represents the monster’s base movement rate.
their purpose, monsters should be treated as creatures with lives A creature’s movement rate represents the number of feet an
separate from the adventure. They have goals and motivations, unencumbered and unimpeded monster can move in any given
their own homes, and routines, and they often value their own round at a walking pace.
lives as much as a stalwart adventurer values his own. As often
as not, an orc that raids a camp at night does not want to fall at ARMOR CLASS (AC) is a creature’s normal armor class. It is
the hands of a savage elf any more than said elf wants his life cut an abstract representation of the difficulty of striking a monster
short by the orc’s curved scimitar. Monsters act in their own best in combat and inflicting damage. An attacker’s roll must be equal
interests, most of the time, and intelligent monsters are capable to or greater than a defender’s armor class to cause damage. All
of making rational decisions. creatures have an armor class. In most cases, it is determined by
the type of armor being worn, but in the case of many monsters,
Playing monsters like characters is a good way to give an it represents their natural hides or skins.
adventure more plausibility, accentuating the experience
for all involved. Further, it is the best way to make a game ATTACKS (ATTACKS) list the variety of weapons, both
challenging and memorable. A kobold band that blindly attacks natural and manufactured, that monsters may use in battle.
an adventuring party and dies within a few rounds is not All of the monster’s physical attack forms are listed here. The
compelling when compared to kobolds that sneak through the number of attacks is listed first. If there is no number, then
dark, harass a party with crossbow bolts and sling bullets, drive only one attack per round is assumed. The form of attack is
the characters into combat-on their own terms-refusing to give listed next. Damage from each form of attack is included in the
battle in open ground. adjacent parentheses. An attack listing of 2 Claws (1d6); Bite
(1d8) would mean the creature can attack three times per round:
Dragons deserve special attention. They are old creatures that twice with claw, for 1d6 points of damage each, and once with a
speak their own tongue and live from an ageless perspective in bite for 1d8 points of damage.
which the concerns of elves and men are little more than distant
murmurs. Behind them are memories of lifetimes, histories, deeds, SPECIAL (SPECIAL) refers to all of a creature’s special
and marvels beyond the scope of those who would plunder their abilities: offensive, defensive, and miscellaneous. Generally,
hard–earned hoards. It is useful to consider the perspectives of specific descriptions for each monster are provided in the
any and all monsters while preparing for play, so that nuances monster’s listing. The exceptions to this are as follows:
like this can add flavor and dimension to the game.

MONSTERS & TREASURES OF AIHRDE 5


INTRODUCTION
DEEPVISION: Ages spent beneath the earth, and in dark, SPELL RESISTANCE is a special defensive ability. A defender’s spell
quiet places of the world have imbued certain creatures with resistance is like an armor class against magical attacks. If a spell
the ability to see into darkness that a human would find is targeted at a creature with spell resistance, the caster of the
impenetrable with the naked eye. This vision extends up to 120 spell must roll 1d20, unmodified. If the result is equal or greater
feet in even the darkest of nights and deepest of tunnels. Colors than the creature’s spell resistance rating, than the spell can affect
tend to erode with deepvision, and objects appear in many that creature. Otherwise, the creature’s spell resistance causes
shades of gray. It is otherwise like normal sight, and creatures the spell to dissipate harmlessly. Certain spells are not subject to
can function well with no light at all. Bright lights, such as from spell resistance, as detailed in their descriptions in the Castles &
a lantern or other light source, spoil deepvision. A creature Crusades Players Handbook. A monster’s spell resistance is listed in
requires one turn to adjust his or her eyes when a light source is its stat block with the abbreviation SR. For example, a dryad’s spell
extinguished before gaining full use of deepvision. resistance is 10 and it is listed on the Special heading as “SR 10.”
If a monster does not have a spell resistance, no listing is given.
DARKVISION: In a similar manner to deepvision, some
creatures can see in complete darkness for up to 60 feet. TWILIGHT VISION: Even under starlight, moonlight, or
Darkvision produces images that are in shades of gray, but it is torchlight these creatures have exceedingly good vision. They
otherwise like normal sight. These creatures can function well can distinguish color and detail under these conditions for up to
with no light at all. Bright lights, such as from a lantern or other one mile when outside.
light source, spoil darkvision. A creature requires one turn to
adjust his or her eyes when a light source is extinguished before SAVES (SAVES) represents the saving throws and attribute
gaining full use of darkvision. check categories for monsters. Saving throws are made in the
same manner as for characters, but with broader descriptors.
DUSKVISION: Some creatures can see in starlight and moonlight Each monster is listed as having either physical (P), mental
just as others can at dusk. They retain the ability to distinguish (M), both (P+M) or none (N) as its saving throw category. The
color and some detail under these conditions, though everything category roughly equates to primary or secondary attributes and
is cast in shadows. They have no enhanced vision underground, thus the base number needed to make a saving throw. Physical
under torchlight, or in similar conditions of poor illumination. attributes are strength, constitution, and dexterity. Mental
attributes are intelligence, wisdom, and charisma. A goblin has
IMMUNITY/RESISTANCE describes any innate immunity a a physical saving throw category, so it makes all saving throws
monster possesses. The type of immunity is listed, followed or checks dealing with strength, dexterity, or constitution with
by a bracketed damage descriptor indicating the limits of the a challenge base of 12, and all saving throws or checks dealing
immunity. For instance, “Immune: Acid (half damage, quarter with intelligence, wisdom, or charisma with a challenge base of
damage save)” means that the creature always takes half damage 18. The monsters # of HD acts as a modifer to this roll in the
from any acid-based attack, but if it makes a successful saving same fashion as described under HIT DICE (HD)
throw, it suffers only one-fourth of the normal damage.
INTELLIGENCE (INT) reflects a general level of mental
REGENERATION: A creature with this ability is difficult to kill, aptitude. It represents a monster’s ability to learn quickly and to
as the creature automatically heals damage at a fixed rate per apply that learning effectively, as well as its capacity for logic and
round, as given in the entry. The number following the listing deductive reasoning. Monsters possess a much broader range for
in the creature’s stat block designates how many hit points intelligence than characters.
that creature can heal in a round. For instance, the troll with a
“Regeneration 2”, heals 2 hit points per round. Certain attack INTELLIGENCE MENTAL STRENGTH
forms, typically fire and acid, deal lethal damage to the creature, 1–2 Animal
which doesn’t go away. The creature’s descriptive text describes 3–5 Inferior
the details. Regenerating creatures can regrow lost portions 6–8 Low
of their bodies and can reattach severed limbs or body parts; 9–12 Average
details are in the creature’s descriptive text. Severed parts not 13–15 High
reattached wither and die normally. Healing starts the round
16–17 Superior
immediately following the round in which damage was taken.
18–21 Genius
SCENT allows creatures to identify locations, items, and even 22–25 Supra–Genius
people by making a successful mental check. They gain a +2 26+ Deific
bonus when using any tracking ability they may possess. Scent ALIGNMENT (ALIGNMENT) describes the basic and most
functions to a range of 30 feet. These creatures are natural essential aspects of a monster’s worldview and moral outlook.
hunters are able to “sniff out” singular scents, even when that It is the core personality description for every sentient creature.
odor is overpowered by another. Winds, weather conditions, Alignment reflects the creature’s disposition toward good, evil,
and other situations may render this ability useless or reduce its law, or chaos. Each alignment type is described in detail in the
potency; multiple strong odors will cause confusion, for example. Castles & Crusades Players Handbook.
Other effects are at the Castle Keeper’s discretion.

6 CASTLES & CRUSADES


INTRODUCTION
TYPE refers to the classification of the monster. A monster’s type used to determine the experience points of any monster in this book,
can be particularly important where spells and magical summons are or monsters which have been altered or created.
concerned.
MONSTER EXPERIENCE POINTS
ABERRATION: Aberrations have bizarre anatomy, strange HD BASE PER HP I II III
abilities, an alien mindset, or any combination of the three. 1 5 1 2 4 5
ANIMAL: An animal is a non–humanoid creature with a 2 10 2 5 7 10
real–world equivalent. 3 20 3 10 15 20
BEAST: A beast is a creature with no real–world equivalent. 4 40 4 20 30 40
It is a vertebrate creature with a reasonably normal 5 80 5 40 60 80
anatomy and no magical or unusual abilities.
6 120 6 60 90 120
CONSTRUCT: A construct is an animated object or artificially 7 180 7 90 135 180
constructed creature.
8 250 8 125 200 250
DRAGON: A dragon is a reptilian creature, usually winged, 9 400 9 200 300 400
with magical or unusual abilities. 10 600 10 300 450 600
ELEMENTAL: An elemental is an entity composed of one of 11 750 11 375 550 750
the four classical elements: air, earth, fire, or water. 12 950 12 425 650 950
FEY: Fey are creatures with supernatural abilities and 13 1200 13 600 900 1200
connections to natural forces and/or places. 14 1500 14 750 1100 1500
GIANT: Giants are large–sized humanoid creatures of great 15 1900 15 900 1400 1900
strength and bulk. 16 2100 16 1000 1500 2100
HUMANOID: A humanoid is a creature that is anthropomorphic: 17 2300 17 1200 1800 2300
they have two arms, two legs, one head, and a human–like torso. 18 2600 18 1300 2000 2600
MAGICAL BEAST: Magical beasts are similar to beasts but 19 2900 19 1500 2200 2900
can have intelligence of inferior or better. Magical beasts 20 3250 20 1700 2500 3500
typically have supernatural or extraordinary abilities.
MONSTROUS HUMANOID: These are humanoid creatures with EXPERIENCE PER HIT POINT: A monster’s hit point total
monstrous or animalistic features, occasionally possessing influences the amount of experience it confers. To calculate
supernatural abilities. this, simply multiply the number of hit points by the hit dice
of the creature. For example, a 5 (d10) HD creature has 25 hit
OOZE: An ooze is an amorphous or mutable creature.
points: the base is 80 experience points plus 5 experience points
EXTRAPLANAR: An extraplanar creature is a non–elemental per hit point, so 125 extra experience points would be awarded
that originates from another dimension, reality, or plane. for this creature, for a total of 205.
PLANT: This type encompasses all plants and plant–like creatures.
SPECIAL: There are three categories of special abilities
SHAPECHANGER: This type of creature has a stable body but designated in the chart by the Roman numerals I, II, and III. A
can assume other forms. given monster’s total experience value increases by the amount
VERMIN: This type includes insects, arachnids, other of special abilities it has. All special ability experience points
arthropods, worms, and similar invertebrates. are added to the base experience for the monster. These special
ability experience points stack. For example, Skagg (4HD) has
UNDEAD: Undead are once–living creatures animated by spiritual
four attacks per round, a category I ability, and he can use 1st
or supernatural forces. Undead are immune to all mind–
level spells, another catagory I ability. Skagg’s base experience
affecting effects (charms, compulsions, etc.) and to poison,
points (40) are increased by 40 points (20 XPs for each special
sleep effects, paralysis, stunning, disease, and death effects.
ability) for a total base of 80 XPs plus 4 XP per hit point.
TREASURE (TREASURE) designates the appropriate treasure
SPECIAL I: This category includes three or more attacks per
type a creature has in its lair, or if noted for the specific
round, spell use of 1st–3rd level (or equivalent spell–like abilities),
monster on its person. Refer to Part Two of this book for more
and unique abilities such as tracking, hiding, or back attacks.
information on treasure.
SPECIAL II: This category includes 5 or more attacks per round,
EXPERIENCE POINTS (XP) represent the development reward that
damage of 4d6 or more for a single attack, spell use of 4th–7th level or
characters receive for slaying, subduing, or otherwise defeating
equivalent, and extraordinary powers like invisibility or etherealness.
monsters. Refer to the Castles & Crusades Players Handbook for
more information on awarding experience points. The number SPECIAL III: This category includes death attacks, petrification
following the entry is the average XP. The following chart can be attacks, and spell use of 8th level and higher (or equivalent).
MONSTERS & TREASURES OF AIHRDE 7
INTRODUCTION
MONSTERS IN THE WORLD OF AIHRDE
A BRIEF HISTORY were joined by those of Unklar’s making and other fell creatures
who stole into the world from the Void, and the world knew a
I n the beginning, the All Father dwelt in the Void, the Great
Empty where no time existed nor want of hunger or sustenance.
In this nothingness, the All Father began creation.
new Age of war and chaos, a world of challenge and adventure.

MONSTERS OF AIHRDE
In the Days before Days, the All Father drifted in the deeps The journey of the adventurer is a difficult one, filled with
wastes of the Void fashioning things of his own mind; following hazards and dangerous no other person would attempt. Many
no plan known to man or dwarf, he peopled the Void with many fall on the roads to glory, but those who survive the fires of
creatures, great and small. In that timeless place creatures did their wanderings bask in wealth, power, and glory. Such are the
not know nor need nourishment and they throve or faded due promises of the world of Aihrde.
to the original design. These creatures scholars called the Val-
Eahrakun; deathless, these creatures did not know death, but These monsters have their genesis in games that were part of
would from time to time fade. As such, they never understood stories, and as such, the monsters reflect story telling elements.
time or its machinations. The All Father set them from his They portray monsters who have their own designs and
thoughts, as if playthings, and he set himself different tasks. motivations, some as simple as hunger driven predation, others
far more complex, bound in emotions and history. Castles &
In the Great Empty however, the All Father discovered and Crusades is a game that attracts many different types of role-
settled upon the firmament created by the spinning of the players and for this reason, we have removed many of these
dragon-god Inzae. In a rage of madness, the dragon’s tail tore the story-telling elements from the general entry and placed them
fabric of things so that many planes spilled into the one, creating at the end of each entry under the IN AIHRDE heading. These
a maelstrom of chaos upon the deep surfaces of the Void. The sections have many beneficial elements in them, some particular
All Father took up the elements from the maelstrom and from to Aihrde, but others for more general use. Read the sections and
them he created the world of Aihrde and all that came after that use or discard these elements as desired.
concerned dwarf or man.
Read each entry carefully before running the monster in the
When the world came to be, the hosts of the Val-Eahrakun game. Many of these monsters possess unique abilities that can,
flocked to the new world and entered into its dark places. They if not understood, be devastating to a character or a party. Each
peopled it long before the All Father finished, and they made monster’s design incorporates its ecology, habits, desires where
war upon each other in all their many diverse forms. In this way, necessary, and the habits of predators where needed. Predacious
they helped shape the world and brought life to it beyond the monsters incorporate the many facets of hunting animals who
thinking of the All Father; though the some report that the All utilize their attributes to kill their victims quickly and efficiently
Father directed these things in all his knowledge, but this was and those victims ill-prepared or too weak often fall prey to
not so, for the All Father paid singular attention to those things them. The hit dice of the monster should not determine the level
of his own crafting. of the party they encounter. Understand the abilities, how deadly
they may or may not be, and incorporate this into any encounter,
Into the world came many diverse creatures and plants; the land planned or random. Some monsters may have high hit dice and
teemed with life. In time the All Father brought light to the world seem a good challenge for a band of characters with lower levels.
and at last he paid heed to the turmoil of the Val-Eahrakun. He But these same monsters may possess an ability that kills quickly;
bound the world in the Wall of Worlds to keep out the creatures in this case, the challenge level the lower level characters must
of the Void. The world unfolded in all its glory. First the trees face becomes insurmountable and death inevitable.
came to life; the dwarves followed, crafting things of stone. From
that root their came men and giants and goblins. In later years, Powerful abilities should not necessarily steer the CK away from
through the sorcery of the goblins, the other peoples of the world a particular monster, but being aware of them allows the CK the
came to be and the All Father passed into the memory of men. opportunity to adjust the challenge level hit dice or incorporate
And in the last came Unklar, the Horned God. Summoned other factors to make the encounter less deadly and more fun.
from the Void by the use of the Paths of Umbra, this black beast Dangerous encounters overcome are often the most enjoyable
overcame much of the world, binding it in the shackles of winter and the most memorable, but just as often, they are frustrating.
and ruling as its lord from the towers of Aufstrag. He bound In short, understand the full abilities of the monster before
those he did not slay, and those few who survived hid in the dark using.
shadows of his malice. He crafted many creatures of fell design,
intent upon safeguarding his realm and perfecting the crafting of Aihrde is a deadly place and the Stone Fields are filled with the
All Father. For a thousand years he ruled, until at last his slaves unsuspecting, the unlucky, and the unhappy. But for those few
rose against him, and during the long Winter Dark Wars, cast able to overcome the challenges there is renown, and wealth,
him from his throne. and everlasting glory in the Songs of Men.

With the fall of Unklar, Aihrde shed the long winter and powers
ancient and young rose again to wander the world freely. But they
8 CASTLES & CRUSADES
A MONSTERS

A REND: An opponent held in an afkarn’s grip is subject to attacks


from the beast’s iron–like claws. The unfortunate victim of this
rending takes automatic damage from any further claw attacks
AFKARN from the creature.
NO. APPEARING: 1-4
SIZE: Large IN AIHRDE
HD: 9 (d8) The afkarn predate the Age of Dwarves and
MOVE: 30 ft. have hunted the vast regions of the world since
AC: 18 before recorded history. Their name derives from
ATTACKS: 2 Claws (1d8), Bite (1d6), Horn (1d12) the dwarven words for fur, and horn as their feathers are
SPECIAL: Deepvision 120 ft., Improved Grab, Rend fine, almost like fur, and the horn for obvious reasons. Many
SAVES: M cultures throughout Aihrde prize the afkarn for their feathers.
INT: Average They collect them, making elaborate cloaks, dresses, etc., out
ALIGNMENT: Neutral Evil of them. They are very durable and resistant to normal wear
TYPE: Magical Beast and tear. But the horn is the true catch for those who hunt the
TREASURE: 10 afkarn. The horn has many uses but most often as ceremonial
XP: 1150+9 cups in the temples of Narrheit. The priests use the hollowed
horns to carry and drink the sacrificial wines and other elixirs the
The afkarn are large predatory creatures. They have long, powerfully practitioners of that dark god relish. There is always a market for
muscled legs and large claws on their feet. They have no arms or these horns, and they bring about 500gp to 1000gp on the black
wings. A thick layer of long, thin feathers, almost like scales, covers market. The priests of Naarheit usually pay a higher price. Those
the whole of the creature but for its feet and head. The feathers cups used by the priests, called the Abyssal Cannikin, possess
are generally dark green or blue and scintillate in the light. The magical powers.
creatures’ necks are as thick as their torsos and laced with powerful
muscles. Their heads are wide and flat, with a short snout. Boney ALKONOTH
protrusions line their upper and lower jaws. Their true adaptation
NO. APPEARING: 1
comes from a specialized horn that comes down off their upper jaw.
SIZE: Large
Similar to a beak, this long black horn extends from the creature’s
HD: 4 (d8)
upper jaw for about 12 inches. It is very sharp and the afkarn use it
MOVE: 10 ft. (walking),
as their primary hunting tool. The jaws of the beast are wide and a
60 ft. (fly)
little flat, but lined with amazingly sharp fangs.
AC: 14
Afkarn are solitary hunters, though occasionally they hunt in ATTACKS: 2 Claws (1d6)
packs of up to four. They range throughout the known world, in SPECIAL: Song of Forgetting
almost any climate. They give birth to live young, not more than SAVES: M
one to two at a time, and immediately abandon their young to INT: High
their own devices. ALIGNMENT: Chaotic Good
TYPE: Magical Beast
COMBAT: The afkarn generally hunt at night and have superior TREASURE: 2
night vision. They do not pounce upon their prey but rather stalk XP: 60+4
it, waiting for the victim to enter an open area, allowing afkarn
room to charge. When such an opportunity presents itself, they The alkonoth is a rare and beautiful creature, a strange mixture
rush forward in a mock head butt; however, just before smashing of woman and bird, with the body of the latter and the head and
into the prey, they lift their heads and with their very powerful torso of the former. A magnificent panoply of feathers crowns her
necks, slam their horn into the prey. If a hit is successful, they tuck tail and wings. Colorful, long, and coiled, these feathers define
their heads and attempt to drag the creature back, from any other the alkonoth. Her face is always beautiful; hair long, ranging in
creatures. They use their horn to pin them to the ground and claw colors from blond to black, from silver to green; and her form, a
the creatures to death with their very powerful claws. perfect replica of a human female. They have no arms, but use
their wings to fly; their legs are those of a bird of prey.
IMPROVED GRAB: Afkarn are able to pin their prey. An opponent
struck by the horn must make a successful dexterity check to These creatures are rare, living in wilderness areas. They prefer
avoid being pulled up against the afkarn. Those who fail are those areas least traveled by other creatures, such islands, deep
pinned against the creature’s chest and dragged from the combat forests, jungles, and so on. There are only females and they
area. The afkarn pull them far enough away to pin them to the always travel alone. They build elaborate nests wherever their
ground. The victim can make a second dexterity check, but if homes are, usually consisting of strings of cloth they have torn
they fail, they are immobilized until they can break free. On each from clothing, bedding, and the like. They prefer very colorful
subsequent round, they are allowed to make a strength check cloth. They are meticulously clean.
against the creature to attempt to break free.

MONSTERS & TREASURES OF AIHRDE 9


MONSTERS A
The alkonoth are kindly creatures, and though they avoid most most beautiful in the world. For these sentiments, the alkonoth have
people, they will aid those in need with advice or guidance. If always loved men over all races of Aihrde.
there is a druid in the group, that druid is likely to have common
knowledge about these rare creatures. If the druid is respectful After Mordius’ fall, the birds of paradise scattered across the
and kind to the alkonoth and has proved to the creature that world. They found abode in the wilderness and hid themselves
he serves the natural world, it offers the woodsman a boon. This from prying eyes for all the long centuries. Finding one was rare,
boon usually permanently increases the strength, wisdom, or and killing one was seen as a horrible omen, but this did not deter
charisma of the druid. After an encounter with an alkonoth, any the Lords of Aufstrag from hunting them. During the Winter
druid gains bonus of +1 to all attribute checks and saving throws Dark, the feathers of an alkonoth brought tremendous prestige,
for one full week. worth the wealth of a kingdom. Tis said that Unklar dined upon
these creatures if and when one fell into his hand.
Alkonoth lay small clutches of eggs, 1-3, every few years. These
are always set in the deep sand next to the sea, watered by the Fishermen throughout Aihrde pay homage to and worship the
surf. alkonoth, for they believe that seeing one imparts good fortune
in their fishing. This is often more than an old wives tale for
An alkonoth’s feathers are extremely valuable in most markets, when the alkonoth lay their eggs, they sing a song of calm upon
bringing several hundred gold pieces apiece. They are believed to the sea and bid it rest for seven days. The resulting calm gives
impart magical powers. the eggs time to hatch in the warm, frothy, calm surf. After the
seven days have passed, the pent up-energy of the sea unleashes
COMBAT: These creatures avoid combat whenever they can. They and pummels the shores in massive storms. The fish follow these
do not have any means of warding off attackers other than flight storms, and the fishermen find their wealth in the yield.
or through their melodious voice. When they speak, they do so in
a singsong manner, affecting all those within hearing. If they are In these latter days, men encounter them from time to time, but
successful, they quietly encourage the attackers to leave. they are still very rare. Their habits are unknown, but tales relate
that the Great Druid who dwells in the Eldwood commonly
SONG OF FORGETTING: The song of forgetting affects all creatures speaks to them.
(other than harpies, sirens, and other alkonoth) within a 300–foot
area. Anyone affected must make a successful charisma save or AMNUG
become entranced by the song. Elves and half–elves can apply their
NO. APPEARING: 1-8
resistance to charms to this save. If the save is successful, the song
SIZE: Medium
has no effect. Anyone in the area of effect must save each round
HD: 2(d6)
the creature sings, or suffer the consequences. Once they have been
ensorcelled and subsequently cured, they cannot be ensorcelled by MOVE: 30 ft.
that alkonoth again. Those affected become listless, forgetting why AC: 14
they are doing what they are doing. Ensorcelled creatures can take ATTACKS: Bite (1d4)
no actions other than to defend themselves. Furthermore, those SPECIAL: Scale, Deepvision 120ftt., Detection, Scent
affected lose their memory, including who they are, where they are, SAVES: P
their skills, spells, etc., for a full 24 hours. The effects of the song INT: Low
can be counteracted by a heal or wish spell. The alkonoth never uses ALIGNMENT: Chaotic Evil
the song in the service of another unless the creature is a wizard’s TYPE: Magical Beast
familiar; even then, it will not use the song to harm anyone. TREASURE: 2
XP: 15+2
An enterprising bard may try to counter the song with a charisma
check; a successful performance allows the captivated creature Amnug are goblin
to attempt a new charisma save, but does not negate the effect hounds. They are
of the song. Failure means that the bard cannot counter that small, only standing
particular alkonoth’s song again that day. 18 inches or so at the
shoulder, and rarely grow over three
IN AIHRDE feet long. They have six legs, two
In the Days before Days, when Mordius the Green Lady walked heads and two, long spiked
openly in the world, she fashioned many creatures; many she made tails. The heads are
to people the forests and hills, others she made as servants. Mordius heavy, and each sports
loved birds of all colors and she always sought to improve upon them. a mane of hair eerily
In the alkonoth, she achieved her greatest success. In all her many reminiscent of a beard.
purposes, the alkonoth served Mordius. They carried her messages With narrow eyes and
to the druids; passing her counsel to those who sought advice, even long protruding snout they
making the dwarven kings party to her thoughts through these somewhat resemble a weasel.
beautiful creatures. Men called them “Birds of Paradise,” for all Their feet have no pads but
recognized the realm of Mordius, before Thorax destroyed it, as the resemble those of a gnarled
10 CASTLES & CRUSADES
A MONSTERS
goblin hand. These clutching fingers allow them to climb and ANTELOPE
move through rough terrain with ease. Their tails spike after a NO. APPEARING: 1-100
few inches into two very long, usually 4–5 feet, appendages that SIZE: Medium
serve the creature’s hunting design. HD: 2d8
Their narrow, hairless tails are highly sensitive to motion of any MOVE: 60 ft.
kind. When hunting, the amnug settles its tails upon the ground AC: 15
“listening” for motion in the earth. They can detect movement ATTACKS: 2 hooves (1d4), Gore (1d8)
up to 200 feet away (see below). SPECIAL: Scent, +2, on all surprise rolls, Stampede
SAVES: P
Amnug are pack creatures. They travel singly or in groups up to INT: Animal
eight. The packs always consist of one dominate female and the ALIGNMENT: Neutral
rest submissive females or males. Litters of pups are driven from TYPE: Animal
the pack as soon as they born to fend for themselves. TREASURE: Nil
XP: 10+2
COMBAT: Amnug lie in wait, tails upon the ground, sensing
movement on trails, paths, roads, or the like. When they detect The name “antelope” can apply to a large number of hooved,
motion, they speak to each other in broken goblin, arranging the horned animals, including pronghorns, gazelles, the straight–
pack to attack the prey from all sides. They stalk prey until they horned duikers, the spiral–horned bushbucks, and/or other plain
deem they can surround it and attack it from all sides. antelopes, marsh antelopes, desert antelopes, pygmy antelopes,
and many others.
SCALE: Amnug climb and scale typical natural slopes and inclines,
such as steep but rocky hillsides with no problem. They do not COMBAT: Antelopes are grazing animals that instinctively flee in the
need to make an attribute check to scale such surfaces. face of danger. If cornered or otherwise unable to escape, however,
they use their horns, hooves, or even teeth to fend off foes.
DETECTION: The amnug’s tails are very sensitive to any
movement, and when they are lying still, they can detect normal STAMPEDE: A frightened herd of cattle flees as a group in a random
motion up to 200 feet away. If they are within 75 feet, they can direction (but always away from the perceived source of danger).
detect slight motion; and if they are within 25 feet, they can They literally run over anything of size large or small that gets in their
detect very slight movement or noise, even something as low as way, dealing 1d6 points of damage for every five cattle in the herd a
a heartbeat. successful dexterity (CL 17) save reduces the damage by half.

IN AIHRDE AOTHSIL
The goblins bred the amnug in the pits of their holes during the NO. APPEARING: 6-36
long reign of the Goblin Kings. The goblins designed the amnug SIZE: Small
specifically to hunt dwarves underground, to sniff them out so that HD: 1(d8)
the goblins could kill them. Good amnug managed to find dwarves MOVE: 10 ft.; 40 ft. (fly)
hidden in secret chambers by noticing a heartbeat through the AC: 11
stone. ATTACKS: Stinger (1d2)
SPECIAL: Cannot be Surprised, Electrical Discharge
The dwarves never developed a good defense against the SAVES: M
creature’s ability to hunt them out. During the long reign of INT: Low
the Goblin Kings, when those foul peoples controlled much of ALIGNMENT: Neutral Evil
the whole lands of Aenoch, few could stand against them and TYPE: Aberration
fewer still worked in concert. The Dwarfs remained scattered, in TREASURE: 2
hiding, and rarely communicated. Even so, a class of hunter arose XP: 11+1
in the dwarf holds that, during the Great Wars that followed,
became known throughout the kingdoms of both peoples, the The aothsil is a small creature possessed of a pod, four tendrils,
Amtul, and they were distinguished by wearing the long tails of and a wide, fan–like membrane, called the sail. They hang from
the amnug as decorations. the ceiling by four small tendrils, able to cling to most anything,
and spread their sail out perpendicular to the walls. The sail
Since the ruin of the Goblin Kingdoms, the amnug have spread is about eight inches wide and about six inches tall. The sail
across Aihrde, becoming feral beasts. They still retain some of is fairly sturdy, strengthened by the boney spines that lace its
their knowledge of the goblin languages, and some few dwarves length at regular intervals. The sail itself is bright blue or green,
remember the art of hunting them and wear the prize of their translucent, and covered in small eye–like dark spots.
tails upon their helms.
Aothsil cling to the ceilings of dungeons, old corridors, or
anywhere that darkness prevails. They hang dormant until some
passing creature disturbs the air. They nest in pods of two or three
MONSTERS & TREASURES OF AIHRDE 11
MONSTERS B
dozen, spread out over a large area, sometimes
hundreds of feet apart. They are mindless, reacting
on instincts only.

COMBAT: When anything comes within 100 feet


of the aothsil, it opens the sail. It does so slowly,
ensuring that anything watching it does not notice the
movement. When the creature moves to within 20 feet of
the aothsil, it releases its hold on the ceiling, gliding through
the air through use of its sail. Its pod opens on the top and a small
tongue–like appendage snakes out. When it passes within a few
inches of its victim, the tongue strikes the creature, delivering an
electrical shock and clinging to the victim. Once it is clinging to a
victim, it stabs with its stinger.

ELECTRICAL DISCHARGE: When the aothsil comes within range


of a victim, it lances it with its tongue. If it scores a successful
hit, it discharges a jolt of electricity for 1d6 points of damage. A i.e., portals to treasure rooms, treasure chests, jewelry boxes,
successful constitution save negates all the damage. If the charge spellbooks, or even places as exotic as the doors to the outer
is successful, then the aothsil clings to the victim, stabbing with planes. They are almost undetectable until they come to life,
its stinger. bound as they are in the droplet - dried or fresh - of an evil mage’s
IN AIHRDE blood. Once concocted, the wizard leaves the blood stain upon
the desired location, marking it. When that locale is disturbed,
Formed in the Days before Days by the labor of the dwarves, the black breath comes to life, pouring forth as a great frothing
the aothsil came to haunt many of their endeavors. Literally cloud of dark, purple mist.
translated into “Blue Sail,” the creatures came to be in the
early forging when the dwarves failed to use the Language of Creating these creatures is no easy task, and wizards must spend
Creation properly; the sparks of their hammer blows fused with long hours of toil to bind the living properties of their blood into
the magic of their sorceries, and from these, the aothsil came. the poisonous form the black breath will take, and to further
They nested in forges at first, but they propagated, splitting bind that form into a singular drop of blood. They cannot exist in
one from the other, and soon spread throughout the dwarven company with each other, as the largest of any group absorbs its
Kingdoms born in the traffic of those days. lesser kin, and no wizard wishes to waste such a commodity.

As much a nuisance as a danger, the aothsil plagued the dwarves Once placed, the enchanted drop of blood remains for eons if not
for centuries, even as they now plague those who would plunder disturbed, often long after the wizard is dead and turned to ash.
the wealth of the old world. If seen, they look like nothing more than a small dark stain. If a
detect magic is cast in or around them, the spell reveals a magical

B weird where the drop lies, but it also triggers the creature to
attack. Indeed, almost any action near the black breath disturbs
it and draws it forth to attack. Rogues and other clever creatures
THE BLACK BREATH can slip by the creature with a successful move silently check,
(UNKLAR’S BREATH, BREATH OF DESPAIR) but others will not be so lucky. Any amount of noise, from a boot
scrape to a shout, brings the creature forth.
NO. APPEARING: 1
SIZE: Medium These creatures have tremendous value and are occasionally
HD: 1d10 found on the open market where they bring anywhere from
MOVE: 20 ft. 500gp-1000gp.
AC: 17
ATTACKS: See below COMBAT: The black breath attacks by entering the mouth or
SPECIAL: Paralysis, Natural Invisibility nostrils of its victim, infecting their blood, and thereby paralyzing
SAVES: M them. Holding one’s breath will not keep the creature from
INT: Low entering the body. Though the creature can be hit by normal
ALIGNMENT: None weapons, the most effective way of combating the creature is by
TREASURE: casting a dispel magic, neutralize poison, or remove disease upon it.
XP: 17+2 The black breath dies if it fails its save. The same spells cast on
the droplet of blood, if undisturbed, will destroy the black breath
The black breath is a mindless manifestation of sorcery. Created as well. Once disturbed, the black breath attacks until destroyed
with intent, wizards use these creatures to guard places of import, or until it overcomes all of its opponents.

12 CASTLES & CRUSADES


B MONSTERS
PARALYSIS: Those that inhale a black breath must make a The blood oozes are magical creatures formed in the laboratories
successful constitution save or become paralyzed for 2d4 rounds. of evil wizards. These creatures exist to cause pain and suffering,
For each round paralyzed, the victim takes 1d4 damage as the serving many an evil lord as a plague upon their victims. The
breath begins to eat at the victim’s vital organs. Elves and worms reproduce so quickly that any region afflicted with only a
half–elves are vulnerable to this paralysis and suffer as do normal few can suddenly find itself swamped with thousands of them.
creatures. A remove curse, remove paralysis, dispel magic, neutralize
poison, or remove disease cures the victim of their paralysis. COMBAT: The blood ooze attacks by biting a victim and releasing it.
As soon as it scores a hit, it drops to the ground immediately. It attacks
NATURAL INVISIBILITY: A black breath is invisible in its droplet immobilized victims if it can, or attaches to anything that passes by, as
form. The creature looks so ordinary that it is not subject to a it moves very slowly. Its whole purpose is to score a successful bite so
detect invisibility spell or any other spell. A true seeing reveals a that it can replicate. It does not care if it dies after that or not. But it
bloodstain on the floor for what it is. Once the creature activates will release and bite again to create more.
and comes forth as a mist, it is plain to see.
REPLICATE: If the blood ooze scores a successful hit, it
UNKLAR ’S BREATH IN AIHRDE automatically does 1 point of damage. Then the worm releases
Arch-Mage Nulak-Kiz-Din created the black breath to guard and moves to bite again. The wound sprouts a second blood
his many treasure holds, towers, and places of power. Nulak was worm, replicating the first one almost immediately.
known to supply this precious commodity to his more powerful IN AIHRDE
guild houses and to some of his greater servants, so the number
of Unklar’s Breaths are limitless. They are often stumbled across The Umbrian wizards created the blood ooze in the pits of
in places where that wizard or his servants are found. Many carry Aufstrag in the latter days of Unklar’s rule. The worms were
the breath as a holy item, praying to it or using it to channel that unleashed on the dwarves, goblins, and halfings in the Trench
felled wizard to aid them in some dark cause. The folk of the War under the roots of the great city fortress. There, they spread
Paths of Umbra and the Crna Ruk value these greatly and pay like a plague as the tunnel fighters tended to ignore them; but
fortunes for them. when their natures became known, the soldiery dreaded the sight
of them, for they spread so quickly. The goblins, then allies of the
BLOOD OOZE (LEACH) dwarves, eventually found a way to keep them at bay with various
NO. APPEARING: 1-4 incantations and minor sorceries. The terror of the blood oozes
SIZE: Small passed quickly after that, and they became one more danger in
HD: 1 (1hp) the long list of dangers in that horrid war beneath the earth.
MOVE: 1 ft. But the plague of the creatures spread beyond the confines of
AC: 10 the dungeons beneath Aufstrag. Some enterprising merchants
ATTACKS: Blood drain (1 hp) took them and began to peddle them in the markets of the east.
SPECIAL: Replicates Assassins, evil wizards, and other of that ilk found them useful.
SAVES: Nil After the Winter Dark Wars ended, blood oozes became scarce,
INT: Nil but some still peddle them on the black markets of the world; they
ALIGNMENT: Neutral also linger in dungeons long hidden from the gaze of men.
TYPE: Magical beast
TREASURE: Nil BLOOD WORMS
XP: 5
NO. ENCONTERED: 10-100
Blood oozes are small, worm-like creatures, roughly 1 inch in SIZE: Small
length. They are fat to the point of looking as if they will explode HD: 1 (d4)
and are segmented like maggots but colored a distinct dark red. MOVE: 10 ft.
On either end of the worm are small teeth-ined apertures which AC: 10
they use to bite their victims. They move by sliding and pulling ATTACKS: Bite (1hp)
themselves along. Their skin is thin, almost translucent, allowing SPECIAL: Blood Drain, Infestation
one to see shadows of veins within the creature. They are pulpous SAVES: P
and smash very easy. When smashed they explode with a pop and INT: N/A
splatter tissue and blood everywhere. ALIGNMENT: Neutral Evil
TYPE: Magical Beast
Blood oozes are dangerous creations, for when they strike a TREASURE: 6
victim and cause damage, they instantly replicate, splitting in XP: 10+2
two. The second blood ooze immediately attacks. In this way a
few blood oozes can turn into scores and threaten even the most Blood worms are small, snake-like worms, averaging 12-18 inches
powerful. They are, however, highly susceptible to flame, cold, or long and about 2 inches in diameter. They are white, segmented
any temperature variant. worms with a small aperture at one end for a mouth, lined with
thousands of tiny teeth.
MONSTERS & TREASURES OF AIHRDE 13
MONSTERS B
These are creatures born of the blood of evil fey. The poisoned In later years, many mastered the worms, using them to guard their
blood of fallen faeries must spill into rich, vibrant soil in order for holds and towers or to poison villages.
the worm to spawn. Once it does, the worms propagate quickly,
spreading over vast fields, where they mature into large, foot-long BOGTILT
worms. They are not able to move quickly or far, so they generally NO. APPEARING: 4-24
take up residence where they spawn. They are mindless creatures, SIZE: Small
always hungry, unaffected by temperature or weather of any kind. HD: 1 (d6)
MOVE: 10 ft.; 40 ft. (fly)
Blood worms are highly susceptible to fire and shy away from it, AC: 14
but they will strike as soon as the danger passes. ATTACKS: Bite (1d4)
COMBAT: Blood worms lie in wait for victims to come to them. SPECIAL: Darkvision 60 ft., Spell-LikA abilities
When any living creature moves within striking distance of a SAVES: P
worm, roughly a foot away, the worm strikes out, attempting INT: Average
to bite the creature and latch on. Worms continue to attack a ALIGNMENT: Chaotic Evil
victim no matter how many other worms have latched on. The TYPE: Fey
worms cannot bite through armor of any kind, but will latch TREASURE: 2
onto leather armor, shields, equipment, or any thing else they XP: 11+1
strike. After one round, they fall off to strike again. They can bite Small but rather long, the bogtilt is a winged faerie who dwells in
through clothing. the deeps of most swamps. Generally, they are shaped like legless
BLOOD DRAIN: Once they have latched on, blood worms begin frogs with very long tails. Their wings are more like a bat’s, long,
sucking the victim’s blood and will continue to do so until they slender, and made of a thin membrane. Their mouths are wide,
are gorged, which occurs in 4-12 rounds. They do 1 point of filled with misshapen teeth. The bogtilts range in color, from the
damage a round. very bright to the extremely dull. Their wide yellow eyes sit atop
their head like small gems. They have thin arms and small hands.
INFESTATION: The bite of a blood worm carries with it thousands of
tiny larvae. With each successful bite, the blood worm injects the They are prone to theft and mischief. The bogtilt generally lie
larvae into the victim’s bloodstream; within a few short rounds, upon branches, their tails wrapped around them for support, or
they infest the whole body. The larvae attach onto the inner walls in the muck upon swamp floors. They wait patiently for creatures
of veins and begin to chew their way through the flesh. The larvae to pass by, and when they do, they rouse themselves. They have
begin breaking through the walls of veins in 1d4 days. When this a great love for all precious metals and stones and ,upon sight of
happens, the victim begins bleeding internally, suffering 1 point of any such item, they set about harassing the rightful owner.
damage every hour after the breakthrough. Eventually, The croaking of these strange fey is very
the victim begins bleeding from their eyes, mouth, melodious and not a little strange; it sounds
nose, and any sores or open wounds on their body. much like heavy water dripping from the eaves
A successful constitution save (CL 0) blocks the of a roof into a shallow pool. They often gather in
infestation. If infected, there are a number of ways small pods (a group of bogtilts are called pods) and
to cure the infestation. A cure disease spell or any croak for hours on end. Of course, they often do
type of neutralize poison will do the trick. Also, this to call other bogtilts to them. At times, huge
raising the victim’s temperature to over 100 pods of several hundred exist.
degrees for 1-4 hours kills the larvae and COMBAT: Bogtilts range in small bands
sweats them out. Dropping the victim in attempting to confuse and confound passing
heated water, hot springs, etc., usually creatures. Through their croaking calls,
achieves the desired result. which act as charm person spells, they
IN AIHRDE attempt to lead their victims into
dangerous areas such as quicksand,
The blood worms deep water, or to such creatures that
are the creation of the might slay them, like the moundule (see
god Kekki, who fashioned page 111) and not concern themselves
them in the early days of man’s with the treasure. Once they have
walking the dark forests of captured, killed, or incapacitated the victim, the
the Ethvold. He despised bogtilt swoops in to claim whatever prize it sought.
the people of Ethrum and If there is no chance of luring the victims to their
created plagues to pursue demise, the bogtilt contents itself with confusing the
them, and the blood worms victim with its spells until an opportunity to rob the
were only one such nightmare. victim presents itself.
14 CASTLES & CRUSADES
C MONSTERS
SPELL-LIKE ABILITIES: They are able to cast charm person and successful dexterity save or suffer being knocked down, the bull
dancing lights. However, the bogtilts can only use their spell like may immediately make a gore attack against him or her, gaining
powers in groups. It takes at least four bogtilts to cast a spell. +5 on its attack roll.
They can cast as many times per day as there are groups. For
instance, four bogtilts can cast charm person once a day. Eight STAMPEDE: A frightened herd of cattle flees as a group in a random
bogtilts can cast charm person twice a day. direction (but always away from the perceived source of danger).
They literally run over anything of size large or small that gets in
THE BOGTILT IN THE WORLD OF AIHRDE their way, dealing 1d12 points of damage for every five cattle in the
herd (dexterity save, V CL 17 half). The save is strength-based.
The bogtilt are found in almost every swamp, marsh, or bog in
Aihrde. They are very common. They are as common as they are
loathed. They thrived during the Winter Dark, as they found the
new lords of the land, confident in their own power, easy prey.
C
Hunts were routinely called, and many a huntsmen swept into CAMEL
the swamps in search of these annoying fey. The hunts had little NO. APPEARING: 1-8
impact, and the bogtilts continued to harass the enemy even up SIZE: Large
to the Battle of the Tree. Today, they are common everywhere, HD: 3(d8)
but particularly thick in the Gausumland surrounding Aufstrag. MOVE: 30 ft.
AC: 14
Beyond that, they are prized for their croaking and are often ATTACKS: Bite (1d4)
sold in groups of three, this allows the owner the allure of their SPECIAL: Scent
“music” without the danger of their charm. SAVES: P
BUFFALO (CATTLE) INT: Animal
ALIGNMENT: Neutral
NO. APPEARING: 1-60 TYPE: Animal
SIZE: Large TREASURE: Nil
HD: 5(d8) XP: 15+3
MOVE: 40 ft.
AC: 16 These even-toed beasts of burden carry large deposits of fatty tissue
ATTACKS: Gore (2d8) on their backs called humps. They are tall, about six to seven feet
SPECIAL: Scent, +2 on surprise rolls, Rage, Stampede, Trample in height, and weigh anywhere from 800 to 1,400 pounds. They
SAVES: P are generally brown or dark brown.
INT: Animal
ALIGNMENT: Neutral Domesticated camels are common in almost every region the
TYPE: Animal camel lives. They are used as beasts of burden, pack animals,
TREASURE: Nil and war mounts. They can generally carry about 20% of their
XP: 80+5 body weight. They are extremely stout and able to travel long
distances without nourishment, often losing up to 40% of their
Buffalos are large herbivores that travel in small or vast herds. body weight before dying.
They generally follow one dominant bull and several smaller bulls.
They are migratory, moving over the plains in seasonal patterns. COMBAT: Camels are normal herbivores and though they can
They are very large, averaging 5-6 feet at the shoulder. They can be be very aggressive, they do not generally engage in any form of
aggressive, but generally flee from any perceived danger. The bulls, combat. They flee at the first sign of danger.
on the other hand, become very aggressive when threatened.
CARIBOU (REINDEER)
COMBAT: Buffalo bulls are notorious for their ill tempers and are easily NO. APPEARING: 5-30
provoked. Once enraged, they wildly attack any nearby moving target. SIZE: Large
The following applies only to bulls, whether cattle or buffalo. HD: 4 (d8)
MOVE: 50 ft.
RAGE: When injured, a bull must make a wisdom save (CL 15). AC: 14
If it fails, the bull flies into a rage. The bull gains phenomenal ATTACKS: 2 Hooves (1d4), Gore (1d8)
strength and durability, but becomes reckless and less able to SPECIAL: Scent, +2 on surprise rolls, Trample
defend itself. The bull temporarily gains +4 to its attack and SAVES: P
damage rolls, but suffers a -2 penalty to AC. The rage lasts until INT: Animal
the bull is slain or the danger removed. ALIGNMENT: Neutral
TRAMPLE: When a bull attempts to overrun an opponent, the TYPE: Animal
target may not choose to avoid it. The target must make a TREASURE: Nil
XP: 40+4

MONSTERS & TREASURES OF AIHRDE 15


MONSTERS C
Caribou are arboreal creatures that prefer colder climes. They
travel in small to very large herds led by a dominant buck.

COMBAT: Caribou are herd animals that instinctively flee in the


face of danger. If cornered or otherwise trapped, however, their
horns and hooves can be formidable weapons. The bucks can
attack with a trample.

TRAMPLE: When a buck attempts to overrun an


opponent, the target may not choose to avoid it. If
the buck knocks down the target, it may immediately
make a gore attack against him or her, gaining +5 on
its attack roll.

CEEANA OLGDONBERG
NO. APPEARING: 1-20
SIZE: Large
HD: 6 (d10)
MOVE: 50 ft.
AC: 15
ATTACKS: 2 Hooves (1d6+4), Bite (1d4+2
SPECIAL: n/a
SAVES: P
INT: Animal
ALIGHNMENT: Neutral
TYPE: Animal attack with two hooves. Skilled riders, such as knights, can fight
TREASURE: n/a even while the olgdonberg is attacking.
XP: 240+6
IN AIHRDE
Ceeana Olgdonbergs are steeds specifically bred for war. They are
Ceeana Olgdonbergs are the most magnificent warhorses on the
noble beasts with a proud bearing.
face of Aihrde. Their trainers are held in high renown, and raising
Their frames are massive, though their heads tend to be smaller and selling them is considered an honorable profession. The Count
than most horses. They sport long manes and tails, both of of Ceeana, however, controls the herds, allowing only loyal lords
light hair, and are easily tied or braided. They are round on the to utilize his stock. They sell for an immense sum of money, often
quarters, but have thick, powerful legs. The predominant colors twice what a normal warhorse would cost. As such, they are prized
of the ceeana olgdonberg are gray, bay, or chestnut, with brown by their owners as much as magical weapons or items.
being rare. These horses average 15-16 hands in height, and
CHARON FIEND
weigh around 2,000 lbs.
NO. APPEARING: 1-8
Stronger than a heavy warhorse and as fast as a light warhorse, SIZE: Large
the Ceeana Olgdonbergs have carried the day in more than one HD: 5d10
battle. They are an exceptionally strong and aggressive breed MOVE: 40 ft.
that lives longer than most other normal horses. Although they AC: 16
mature late, they show obedience, intelligence and a willingness ATTACKS: 2 Claws (1d6+1) Bites (1d10+1)
to learn. They are also very empathic creatures developing close SPECIAL: Poison, Blend, Scent, Darkvision 60 ft., Twilight Vision
relationships with their owners. The horse is best purchased when SAVES: P
young and trained with the eventual rider on hand so that deep INT: Average
bonds develop between riders and mount. The horse can develop ALIGHNMENT: Lawful Evil
these bonds over time with those who treat them well. TREASURE: 4
XP: 630+6
A light load for an Olgdonberg is up to 350 pounds; a medium
load, 351-700 pounds; a heavy load, 701-1,000 pounds. They The charon fiend is a thin, boney creature with a broad head,
can drag 5,000 pounds. shrouded in a wild, writhing mane of snakes. Their yellowed,
largely hairless skin, stretches over tawny muscle except upon
COMBAT: Olgdonbergs can fight while carrying a rider. They are the beast’s long back, where boney plates protrude from its spine.
very defensive of riders who they have bonded with and often These plates continue down the creature’s thin tail, ending just
stand and fight to defend that rider from other threats. They beyond the buttocks. Its legs appear ungainly but possess triple

16 CASTLES & CRUSADES


C MONSTERS
joints, braced by wide feet with huge claws, designed more for COMBAT: Charon fiend are very aggressive attacking almost
ripping and gouging than cutting. But of all the beast’s strange anything it comes across. They avoid fights only when they
features, the mane is by far the most unworldly. This is because encounter a creature or creatures whose size or numbers make a
the mane consists of living snakes, not unlike Medusa’s. These clear kill impossible. They attack by leaping on prey, attempting to
creatures possess minds of their own and are forever biting the bring it down and pull it in close enough for the snakes to strike.
charon fiend in the face, neck, and forelegs. In turn, the beast They attack with their front claws and jaws simultaneously, as well
tears at them so that it is not uncommon to witness the fiend in as getting an overbearing attack. If the charon fiend’s overbearing
a ferocious fight with itself. attack is successful, it draws its hapless victim into the nest of
snakes, which form its mane. Eight of these snakes may strike in
The charon fiend is a fierce creature, driven mad by the constant the following round, injecting venom with each successful hit.
bites it receives from the snakes about its face. Its foul disposition Should the snakes attack, the charon fiend is not allowed to use its
drives it to attack anything that it comes across, good or evil, claws nor its jaws to attack. All attacks on prone opponents are at
lawful or chaotic, man, elf, orc, or beast. The wake of their +5. The snakes, however, attack as 1 HD creatures.
passage is often easy to discern, and for this reason, when one
enters into a region, they are immediately hunted down. At times POISON: Those struck by a snake must succeed at a constitution
the very powerful capture them, using them as hunting dogs. save (CL 1) to stave off the effects of the snake’s venom, a
Their intelligence makes them trainable but very dangerous, as successful save negating the affects of the venom. A failed save
they turn on their master if the opportunity presents itself. reduces the victim,s constitution by 1 point, 1 full round after the
bite occurs. There is no further damage from that particular bite,
They are migratory and never remain in any one place for long. but other bites can continue to reduce the victim’s constitution.
With a slight ability to reason, they are able to realize when they When a victim’s constitution falls to zero, they pass out and die in
have depleted a food source, their prey is too weak to defend itself, 6-12 rounds unless aid, a cure spell, healing potion, neutralize poison
or they are in real danger. They always travel alone, only coming (such as a ranger’s ability) is administered. The wound is tiny, but
together to mate. Mating charon fiends are even more disagreeable extraordinarily painful, filling with pus immediately. Once aid is
than normal, for both beasts suffer from multiple snakebites as well administered, constitution is restored at 1 hit point a round.
as the violence of the pairing. Two fiends may spend several years
paired up, as producing young is extremely difficult for them. During CAMOUFLAGE: Charon fiends can blend in with most any
this time, they will dig or occupy a den. The male leaves as soon environment. They do this by lying flat and motionless, hiding
as the female is with pup. A litter of 1-4 pups is common, but the in shadows, crevices or the like. When concealing themselves,
female always eats the three weakest. The remaining pup matures they have a +2 bonus to hide checks, and a +4 bonus to surprise
extraordinarily quickly and leaves its mother at about 1 year of age. rolls. They gain a similar bonus on any move silently checks.

THE CHARON FIEND IN AIHRDE


The charon fiend was created in the pits of Aufstrag by one or
more of the Greater Mogrl. These grim beasts served the Mogrl
as pets and hunting companions. Housed in large pens in the
deeps, the Mogrl called them only when needed.

With Unklar’s fall and the end of the Winter Dark Wars, these
beasts slipped from Aufstrag and into the world. Some traveled with
their masters, but most escaped into the wilds. The terror of their
passage left a mark upon the people of Aihrde, for their depredations
knew no bounds. Eventually, they vanished into the dark places of
the world and became legends of the Age of Winter Dark. They
are uncommon in most of the world, but on occasion, one or two
appear in villages, towns, and such, wreaking havoc upon the world
at large. They are more common in the Grausumland and the wilds
of the Gelderland. The Hlobane orcs prize these creatures and pay
tremendous sums for their pups, or breeding pairs. They use them
as mounts, hunting dogs, and the like. If a Mogrl should be near
(within a few miles) and sounds its horn, any and all charon fiends
come running, howling, and barking in joyful glee, as is their want
when in the vicinity of their true masters.

MONSTERS & TREASURES OF AIHRDE 17


MONSTERS C
CHIMERA, LESSER COMBAT: These beasts cunningly attack as a group. A lesser
NO. APPEARING: 1-12 chimera bites, attacks with two forepaws, and whips its tail
SIZE: Large around for another bite attack.
HD: 3 (d8) POISON: Anything bitten by the snake tail must make a successful
MOVE: 40 ft. constitution save against poison (CL 3) or lose 1d2 points of
AC: 14 dexterity in the following round and a further 1d4 points of
ATTACKS: Bite (1d6), 2 Claws (1d4), Tail (1d3, poison) strength in the next round. The poison wears off after 1-7 days.
SPECIAL: Darkvision, Poison, Scent, Twilight Vision
SAVES: M LESSER CHIMERA IN AIHRDE
INT: Average
Lesser chimeras live throughout Aihrde, being more common in
ALIGHNMENT: Neutral Evil
the west. They are more common in the mountains that range
TYPE: Magical Beast
from Kayomar to the northern wastes. Mages, scribes, and the like
TREASURE: 3
value lesser chimeras, or at least their hides. The spinal hair shaft
XP: 70+3
is thick and hollow, serving as excellent quills. They are virtually
These vile creatures are minor cousins of the legendary chimeras. indestructible, and for that reason, such quills cost about 5gp each.
Legend holds the beasts are the result of a mating between
COBLYNAU
wolves and charon fiends. They have the body of a large, maned
wolf with a multicolored snake tail. Their hair is long and stiff. NO. APPEARING: 1-10
Normally grey, the hair darkens along the spine and becomes SIZE: Small
much longer and stiffer. Whenever the beast feels threatened or HD: 3(d4)
is about attack, this longish black hair rises on end, standing at MOVE: 10 ft., 30 ft. (fly)
an angle from the beast’s back. This dark streak of hair ends in AC: 14
a long black tail that is actually a scaled snake. The snake tail is ATTACKS: Blow gun (1d2 + poison),
not possessed of any intelligence, but does have the instinct to or by weapon (1d4 points of damage)
bite any prey in the area. SPECIAL: Duskvision, Magic Stone,
Poison, Spell-Like Abilities
These creatures range throughout most terrain and climes, though SAVES: M/P
they prefer wilderness areas, particularly mountains. They prey INT: High
on almost anything, but have a strong liking for horse flesh. They ALIGNMENT: Neutral
possess some intelligence and can speak a TYPE: FEY
very crude form of the common tongue. TREASURE: 5
They have a very keen sense of smell. XP: 70 +3
They travel in small packs, called The coblynau are creatures long associated with the world
flocks, of up to 12 and are very of the fey. They are small creatures, ranging only about 2 feet in
territorial, defending their range height. A wide head that resembles that of a frog caps their
against all other predators. They hole thin torsos. They have wide, luminous yellow-orange eyes
up in a cave or around other rocky and a small mouth lined with needle sharp teeth. A rash
features. While hunting in packs, of feathers, long and colorful, crowns their heads. When
they range out and heard prey they become agitated, the feathers straighten and lie
into areas where they can trap it, flat, covering their heads, neck, and shoulders. They
such as box canyons or defiles have short but powerful legs and arms with lemur–like
whereupon the entire pack toes and fingers. Aside from their faces,
pounces on it. During the palms and feet, a dark, reddish-brown or
hunt they call out to tan fur covers their body. They generally
each other in broken wear simple clothes: smocks, pants, and long
Common, using the shirts. They carry weapons too, picks and
language to disconcert hammers, predominantly.
and scatter the prey.
They can understand Coblynau prefer to live in dark, cool places.
it a little as well, and will Caves are common homes, but they far prefer the
use names or other designators, roots of large trees, where they construct elaborate
shouting back and forth to dens of multiple tunnels and rooms. They are expert
confuse their prey further. miners and can dig in almost any terrain. They also dwell
in caves and on rare occasions, in the deep grasses of
plains, where they weave warrens from the grass. Adults
farm out young ones to relatives. They do not mate for life
18 CASTLES & CRUSADES
C MONSTERS
but rather travel in tight extended family groups consisting of answers to their undiscovered mysteries, but the price is often
cousins, nephews, and nieces. They live long lives, counting their too high or perilous, as the coblynau, if angered or insulted, may
age in centuries, not years. send its memories to a victim in such a way as to drive them mad.
In this case, the victim must make a successful intelligence save
These creatures are very secretive, keeping aloof from others, or suffer the effects of the insanity spell.
associating with no other creatures unless pressed. They despise
other fey, such as pixies, sprites, and grigs, finding them flighty Wizards see them as familiars, as once bound, they are true to
and bothersome. They do not have any love for any of the their word. Wizards prize their ability to create magical stones,
demi-humans, either. They are industrious in their own fashion, as well, for many wizards use the coblynau’s power to their own
building and expanding their warrens, but they do not lend a advantage in their sorcerous endeavors.
hand to others unless pressed or given a great reason to do so.
CRAB, GIANT
COMBAT: Coblynau are not normally combative creatures. They NO. APPEARING: 1-6
avoid battle whenever they can. However, when forced to fight, SIZE: Medium
they use their many spell-like abilities to confound and confuse HD: 3d8
their enemy while they attempt to escape or kill them. They MOVE: 20 ft., 30 ft. (swim)
always try to lead pursuers away from their dens. They also use AC: 20
their blow guns if given the opportunity. Their blow guns are ATTACKS: 2 Pincers (1d6)
very valuable, constructed only from the bones of unicorns, SPECIAL: Hide, Improved Grab
Pegasi, or other magical creatures. SAVES: P
MAGIC STONES: Once each day, a coblynau can enchant a stone, INT: Animal
giving the stone the temporary ability to dispel magic. He does ALIGNMENT: Neutral
this at a Challenge Level of 5. It takes the coblynau two rounds TYPE: Animal
to enchant a stone, and it only lasts for 24 hours or for one TREASURE: 1
application. Regardless of whether it is used successfully or not, XP: 20 +3
the stone loses its magical properties. Giant crabs are unnaturally large crabs, standing roughly waist-high
POISON: They are skilled herbalists, and if in their own to an adult human and well-protected by a thick, natural carapace.
environment, they can locate the necessary ingredients to create COMBAT: Giant crabs aggressively attack using their pincers.
poisons-some simply harmful-others deadly. They always carry
a small bag of various poisons with them. Consult Monsters & HIDE: When underwater, the giant crab gains a +2 to all hide
Treasure to determine which type of poison they have. They checks.
are very fond of blow guns and almost always carry these with a
plentiful supply of darts. IMPROVED GRAB: When a giant crab successfully strikes with
both its claws, an opponent must make a successful strength
SPELL–LIKE ABILITIES: Coblynau can use the following abilities 3 save (CL 3) or be held, immobile, in the creature’s clutches. In
times a day: animal messenger, freedom of movement, fly, invisibility, the following round, and any round the victim remains held, the
meld into stone, pass without trace, ventriloquism. giant crab does automatic damage.
IN AIHRDE CRNA RUK
The coblynau are ancient creatures, coming to Aihrde in the NO. APPEARING: See Below
Days before Days with the first of the Val–Eahrakun. The SIZE: Medium
coblynau are not numerous, nor have they ever been so, for HD: See Below
though they are slow to die, they do not breed often. Indeed MOVE: 30 ft.
many travel through the long, untold years without ever seeing AC: See Below
any of their kindred. They are found throughout the world of ATTACKS: By weapon
Aihrde, but prefer the deeper jungles and forests of the south and SPECIAL: See Below
central regions of the world. SAVES: M
INT: Average
They are very intelligent creatures, and can pass their memories ALIGHNMENT: Lawful Evil
down from generation to generation, so that even the very TYPE: Unholy (can be turned)
young are sometimes very wise. Many of the coblynau rate their TREASURE: See Below
wealth by their knowledge, however, and they guard it jealously. XP: Special (see page 7 above)
They often keep the choicest of their memories and wisdoms for
themselves, sharing them with their kin only for a price. They The Crna Ruk are members of the Crna Ruk Guild of Assassins.
can pass on their memories to other species, but often only as In all outward appearances, they are human, or in some rare
vague images and thoughts. Many sages seek such creatures for cases, demi-human, but within them boil a twisted malevolence.

MONSTERS & TREASURES OF AIHRDE 19


MONSTERS C
They serve a higher order, and work toward the domination or TABLE 1–1: THE CRNA RUK HIERARCHY CNR(S)
destruction of anything that opposes them or their dark religion.
They walk among the kingdoms of men, disguised as merchants, Rank/Order AC HD
soldiers, peasants, nobles, priests, etc. The only distinguishing Initiate 15 1–9 (d12)
mark they bear is a tattoo of geometric symbols upon the inner left see 72+1d10 hit points (acts as a 10 HD
wrist. It is the symbol of the wizard-god they serve. The brand is Scholar†
below monster)
magical (see ILLUSORY MARK below for the nature of the brand and
see 96+5d6 hit points (act as a 15 HD
the effects of reading it). Inquisitor††
below monster)
Few openly join or actively seek to join the Crna Ruk. The Order is † There are 10 ranks of Scholars. They are ranked from the weakest to
very secretive and always kills those who attempt such a feat. It has strongest: Quill, Rune, Scholar, Master, Philsoph, Purger, Blood Letter,
ever been the practice of the guild to take the sons and daughters Waylayer, Assassin, and Herzlos (the soulless). Each serves the Order
of men at an early age and raise them under the direct guidance in his own capacity. They have no particular task, but the ranking
usually denotes time and experience.
of the guild. They choose these children for a variety of reasons;
some, because they seem to possess an evil nature, others because †† There are 5 orders of Inquisitors: Executioner, Deacon, Inquisitor,
particular guild members have “dreamed” of them, still others for Grand Inquisitor, and He Who Wears the Shroud. A Deacon and
their bloodlines. Initiates kidnap these children from the houses of Executioner are appointed to a House. The Inquisitor has no Chapter
House association, but serves the order as a Judge, traveling from one
the wealthy or the shanties of the very poor. Some they discover
House to the next, investigating infractions by guild members, and
in the slave markets; purchased, they are brought to the Order meting out punishment. There are only 9 Inquisitors at any given
houses. Those taken are always very young, toddlers or the like. time. The Grand Inquisitor is the temporal leader of the Crna Ruk. He
But, no matter the age or background, all these children carry an organizes his own Chapter House, always the most powerful, as well
affinity for evil: they are “touched.” The victims are predisposed at as all the other Chapter Houses. There is only one Grand Inquisitor.
birth for evil, marked by the gods. The Order simply encourages He Who Wears the Shroud is the spiritual leader of the Order, the one
and channels their natural inclinations. These victims spend the who speaks to the wizard-god. He is the conduit between the other
rest of their lives in the Order. Once considered humans, or demi- world and this. There is only one, and he always dwells in the main
humans, these Initiates become so twisted by their service to evil temple, usually not far from the Grand Inquisitor.
that they have lose all ability to empathize with suffering or to feel
COMBAT: Crna Ruk are assassins fit for little else. They use
remorse or sympathy. The Crna Ruk are the incarnation of evil.
stealth, guile, sorcery, and deception to destroy the enemies of
All Crna Ruk are lawful evil. They believe the only way to return their master. Though they can fight if cornered, they do not
“peace” to the world is through order and control. They can only wear armor and are not skilled in general combat, relying upon
attain and maintain control through terrorizing the world. The daggers, garrotes, poison, and the like to achieve their means.
Crna Ruk know little life beyond the guild and the evil worship of
ASSASSIN ABILITIES: Each Initiate gains the following assassin class
their dark deities. There are no members of their guild who believe
abilities: special, climb, death attack, hide, listen, move silently,
in a different path. They are irredeemably evil.
poisons, and sneak attack. Their hit dice is equivalent to their level.
The guild itself is highly structured and follows a strict hierarchy. Example, a 4 HD Crna r Ruk acts as a 4th-level assassin. They are,
Those chosen for the guild become Initiates. Those Initiates who however, subject to the class restrictions in armor and weapons.
are gifted and highly skilled become Crna Ruk Scholars. A very
CHANGE SELF: Once a day the Initiate can magically change their
few of the Scholars possess the necessary skills and abilities to
appearance, including clothing, armor, weapons, and equipment. The
become Inquisitors. The Inquisitors are few in number and very
Crna Ruk can seem one foot shorter or taller, thin, fat, or in between.
powerful; they rule the order with an iron discipline. To break
The character cannot change the character’s race. Otherwise, the
with the guild, defy, or even question its law is an instant death
extent of the apparent change is up to the caster. The spell does not
sentence for any member. Though such action never happens for
provide the abilities or mannerisms of the chosen form. It does not
all are dedicated to the rule of law and the order it brings.
alter the perceived tactile (touch) or audible (sound) properties of
Crna Ruk never do anything for personal gain and never work the character or any equipment. Creatures get an intelligence save to
with or for others without strict instructions to do so from the recognize the glamour as an illusion if they interact with it.
Order. If the Order does find such a reason, it is with the express
ILLUSORY MARK: A Scholar brands each Initiate of the Crna
purpose of finding a particular item or destroying a particular
Ruk using illusory script. This magical illusion places a tattoo of
enemy. They never wander without purpose, as they must follow
the Order’s symbol, the sickle and wolf paw, upon the inner left
the strict guidelines of the guild and hierarchy.
wrist of the Initiate. The tattoo is magically hidden, however,
The Order consists of Chapter Houses. Each House commands a appearing as a simple, common tattoo of geometric symbols to
city, town, district, duchy, or any other number of political regions. anyone outside the Order. Anyone who attempts to decipher the
Each House is different in size, some very small and others very tattoo or looks at it very long, must make a successful intelligence
large. Each House consists of a Deacon, an Executioner, several check (CL 12) or succumb to a suggestion that commands them
Scholars, and an indeterminate number of Initiates. to leave the assassin alone. Any member of the Crna Ruk can see

20 CASTLES & CRUSADES


C MONSTERS
it for what it is. Each assassin’s illusory mark is unique to him, carries. From this vantage point, he may walk about flat along the
though the actual mark, of course, is the symbol of the Order. A ground or travel up walls and around corners as a dark shadowy
true seeing spell or read magic unveils the nature of the script. shape resembling his own shadow. He retains his general size,
but in a two-dimensional state, and can, therefore fit where he
MINOR IMAGE: This ability acts as the 2nd-level illusionist spell. normally could not (under a door for example). While in this
The hit dice of the Crna Ruk serves as the caster level. state, the Crna Ruk gains a +10 bonus to Hide and Move Silent
skill checks. The Crna Ruk cannot make attacks of any kind
ABILITIES FOR THE SCHOLAR: A Scholar possesses all the abilities
while in this form, and in this form he is immune to non-magical
of an Initiate, as well as those listed below. The abilities increase
weapons. The Crna Ruk can perform this ability up to 3 times per
per rank of Scholar so that a Herzlos Scholar possesses all the
day for up to 10 rounds each time.
abilities of the previous rankings. For example, a Blood Letter can
Case target, shadowwalk, haste, and gains a martial attack for 1d8 SUMMON SOUL THIEF: Once a week, the Herzlos can summon a
damage and a bonus of 4d6 damage on sneak attack as well as the soul thief. The creature does the Herzlos’ bidding until killed or
Initiate abilities of illusory mark, minor image as a 12 HD caster, dismissed.
change self and assassin abilities as a 12th level assassin.
ABILITIES FOR THE INQUISITOR: An Inquisitor possesses all the abilities
TABLE 1–2: CRNA RUK (SCHOLARS) of an Initiate and a Herzlos Scholar, as well those listed below.
Rank AC Ability As with the Scholar, the abilities stack with each more powerful
Inquisitor. They act as a 15th-level in any class ability. For instance
1 Quill 16 Sneak Attack +1d6 damage the Grand Inquisitor’s assassin ability is as a 15th-level assassin.
2 Rune 16 Martial Powers for 1d4 damage, Haste
3 Scholar 16 Sneak Attack +2d6 damage TABLE 1–3: CRNA RUK (INQUISITORS)

4 Master 17 Martial Prowers for 1d6 damage, Shadowwalk Rank AC Special

5 Philisoph 17 Sneak Attack +3d6 damage Deacon 20 Unholy Word

6 Purger 17 Martial Prowers for 1d8 damage Executioner 22 Finger of Death

7 Blood Letter 19 Sneak Attack +4d6 damage, Case Target Inquisitor 24 Exude unholy aura

8 Waylayer 19 Martial Prowers for 1d10 damage Grand Inquisitor 25 Improved Shadowwalk, Read Magic

9 Assassin 19 Sneak Attack +5d6 damage, Major Image Shroud 27 Create Unholy Place, Cleric spells

Martial Prowers for 1d10 damage, 2nd hand for CLERIC SPELLS: (He Who Wears the) Shroud is the spiritual link
10 Herzlos 20
1d6 damage, Summon Soul Thief between the order and the wizard-god. He possesses limited
cleric abilities and as such can cast 1st-4th level spells. He can
CASE TARGET: As the assassin ability.
cast, as a 15th-level caster, 6 0-level, 6 1st level, 5 2nd-level, 4 3rd
DEFENSIVE STUDY: If a Crna Ruk faces off against an opponent -level, 4 4th-level spells.
by fighting defensively for two full rounds, he may make a sneak
EXUDE UNHOLY AURA: Which behaves like the spell holy aura as
attack against the opponent on his next action as if the target
cast by a 15th level caster, but it affects good and evil creatures.
was denied his AC bonus due to dexterity. Alternately, he can
choose to attempt to disarm his opponent (see Chapter 3 of the FINGER OF DEATH: Acts as the wizard spell of the same name.
Players Handbook) with a +10 competency bonus to the roll. The Crna Ruk casts as a 15th level caster.
While studying the opponent, he may take no other actions
except to fight defensively. FOG BANK: The Crna Ruk may cast each of the following spells
once per day as a 15th level caster: obscuring mist, fog cloud,
HASTE: A Crna Ruk Rune Scholar can move with extreme cloudkill.
speed, doubling his movement rate and number of attacks per
round. The Rune Scholar can use this ability once per week for a IMPROVED SHADOWALK: As shadowalk but the Crna Ruk may
maximum of 13 melee rounds. employ any of his attacks while in the form.

MAJOR IMAGE: This ability acts as the 3rd level illusionist spell. UNHOLY WORD: The Crna Ruk can cast the holy word spell as a
The hit dice of the Crna Ruk serves as the caster level. 15th level caster. It affects good and evil creatures.

MARTIAL PROWESS: A crna ruk fighting unarmed gains the CREATE UNHOLY PLACE: This is strictly for the Grand Inquisitor to
benefits of the monk’s Hand-to-Hand combat. Consult Table create a temple or such into which he could summon the wizard-god.
1–2 for the proper damage.
THE CRNA RUK IN AIHRDE
SHADOWALK: As a standard action, a Crna Ruk can take on The Crna Ruk (Kerna-Rook), in the Vulgate, “those whose
the two–dimensional form of a shadow, along with any gear he hands pass through the dark,” are predatory assassins who lust

MONSTERS & TREASURES OF AIHRDE 21


MONSTERS C
for the rebirth of the Horned God. They worship the rule of Law CUNALRUR (THE EYE UPON THE ROAD)
as symbolized in the Winter’s Dark. They pay homage to Unklar, NO. APPEARING: 1-4
the Horned God who ruled by keeping the world in a continual SIZE: Medium
winter and who brooked no rebellion. The Crna Ruk served as HD: 5(d8)
his cohort of assassins, rogues, and spies. MOVE: 40 ft., 80 ft. (fly)
The wizard Nulak-Kiz-Din founded the Order in the early AC: 14
years of the Winter Dark to serve him and the Horned God. ATTACKS: 4-6 Claw (1d6), 1 Bite (1d8)
Nulak used them primarily to control the minions of the SPECIAL: Climbing, Rake, See invisible, Telepathic, Unaffected
Horned God, to gather information on their activities, and by Illusion
report back to him. The Crna Ruk rose to great prominence as SAVES: P
Nulak gained power and were instrumental in helping his rise. INT: Average
The information they supplied him served him well, when he ALIGNMENT: Lawful Neutral
needed it. Next to the Trolls of Gottland, the Crna Ruk were TYPE: Magical Beast
Nulak’s most powerful allies and servants. TREASURE: 6
XP: 320+5
After the fall of the Horned God, they attempted to bolster the
power of the arch-mage in the power vacuum that followed.
But in doing so, they ran afoul of the Lord of the Halls (that
is Aufstrag), Coburg the Undying. Coburg himself was in the
process of consolidating his own power over Aufstrag after
the Horned God’s fall, and set about a ruthless campaign of
exterminating the Crna Ruk (along with many others). He put
many of them to death, bound others in Klarglich, and others
to the walls of Aufstrag itself. Coburg slew He Who Wears
the Shroud with his own hand by choking him to death upon
the dais of the throne. He fashioned a drinking cup from his
skull, which he called the Shrouded Vessel, and it made him
hallucinate (Michael Bagelton, a rogue of great renown, later
stole the Shrouded Vessel from Coburg, and it was subsequently
lost).

Few now know the Order’s true origins, only that they thrived
during the Winter Dark and practiced an eldritch sorcery. Since
the Winter Dark Wars, they have lived on as legends, as demons
to haunt the nightmares of the people of the world. For this
reason, the Crna Ruk are universally feared.

In recent years however, the Crna Ruk have grown in power.


They have formed small, independent units in towns and
cities, paying homage to the wizard and the horned god.
There is a new, powerful Grand Inquisitor and He Who Wears Man-sized, six-legged beasts, the cunalrur are swift runners and
the Shroud, both of whom were servants during the waning able fliers. They have thin bodies covered in light fur-like feathers.
days of the Winter Dark. Their one great quest is to find the An equally lengthy tail gives them advantage on dangerous inclines
missing spells of the Blood Rune sorcery. This sorcery, they as they can use their tail much as a monkey does. They have thick,
believe, offers the Crna Ruk the greatest opportunity to return dark claws that serve them in their purchase in trees, cliffs and the
Unklar to the plane. They detest Coburg and consider him a like, and can also act as weapons. They have a thin membrane that
mortal enemy and a heretic whom they see, rightfully so, as grows between their hind and fore legs, which enables them to fly
someone who does not wish the return of the Unklar. Their or glide for great distances. Their brows are high, shaped more like
main guild hall is in the Punj, where they have found staunch a wolf’s, but they have no snout, rather they have a large eagle-like
allies. They have begun spreading throughout the Lands of beak. They are apt climbers, and have the ability to fly and run at
Ursal however, searching for the pieces of the missing horn, or tremendous speeds.
any other device they feel will aid them in their mission and
The cunalrur are pack animals traveling in small groups of up to
bring back the Winter Dark.
four. They are asexual, laying 1-2 eggs every couple of years. They
bury their eggs or hide them in a secure place; after that they are
left entirely on their own. The eggs mature within 6-7 weeks;
then the fully adult cunalrur hatch.

22 CASTLES & CRUSADES


D MONSTERS
They are highly prized as guard animals because they are very
territorial and possess extraordinary vision and have some minor
telepathic abilities. They can see tremendous distances, several
D
miles on a clear day, and are able to discern details even through DAKMOUR WYRM
a fog or obscuring mist. They can see invisible creatures, whether NO. APPEARING: 1
naturally or magically hidden. They can see through illusions as SIZE: Large
well, gaining a +5 on all their checks against illusions. HD: 6 (d8)
They communicate with a simple form of telepathy which allows MOVE: 40 ft.
them to project images of what they see to each other and others, AC: 12
as well. They can only make a hollow calling sound with their ATTACKS: 4 Tentacles (1d4 each), Bite (1-6)
voices, which sounds more like a howl than anything else. They do SPECIAL: Blood Drain, Constriction, Darkvision 60 ft.,
this only when they desire to warn each other or their masters. Improved Grab, Slam
SAVES: P
COMBAT: The cunalrur are not particularly aggressive beasts, but INT: Inferior
they are dangerous when cornered, hunting, or forced to fight. ALIGNMENT: Chaotic Evil
They attack by rearing up on their two hind legs and using their TYPE: Dragon
claws to gain purchase on their target. If they score a successful TREASURE: 6
hit with any two claws or the beak, they can leap upon the victim XP: 540 + 6
and rake it. They prefer to attack with their claws ,saving their
huge beak to rip through hide, flesh, bone, armor, or muscle. The dakmour is a strange, snake-like beast highly adapted to
jungle or forest environments. Ranging up to 36 feet long, with a
RAKE: If a cunalrur successfully bites a victim or strikes with two girth that averages about 5 feet in diameter, this legless creature
of its claws, it can make four to six rake attacks with its remaining is heavy and not very mobile on the ground. However, four large,
free legs in the following rounds. These attacks hit automatically long tentacles located several feet behind the head allow the
for 1d6 points of damage each. creature to move through a forest canopy with ease. By using its
tentacles, tail and body, the creature moves through the lower,
IN AIHRDE heavy branches quite quickly. The green-yellow pattern of its
“They watch the road. They do not sleep nor suffer from the wants of skin makes it well-suited for the forest environment, giving it the
man. They watch and howl when they see something they do not like ability to blend in with the surrounding foliage and stalk its prey.
or trust.” ~ Rhul-Eye of the House of Vian, Wizard These creatures are possessed of some minor intelligence, and
are aware enough to understand a lust for killing things.
Unklar bred the cunalrur upon the heights of his towers in Aufstrag
after many of the wars were fought and he reigned over all of Aihrde. These creatures take great pleasure in killing and are always on
He labored long over them, for his needs in those days were great the hunt. Though they have no dens, they generally have
and his enemies were still strong, if scattered. So he set within very limited hunting ranges, less than 2 or 3 square
them a great deal of his own power, and they fed miles, and they always return to the same place to
upon it and flourished. For many long years, they eat their prey, a spot somewhat removed
lived in the high perches overlooking the from where they hunt. They leave any
swelling swamps below. remains of their victims in piles and heaps
for wild dogs or other scavengers to pick
Eventually, he trusted them to his outer works, the bones.
and in time, they spread from there into
the wider world where they flourished. COMBAT: The dakmour generally hunt
They were prized by all manner of their prey by lying in ambush in the
people, as it was found that they could lower canopy of trees and striking
be hatched early and trained to a master when something passes beneath.
and thereby become the perfect watchdog. They pull the prey/victim into the tree
They always yearn for Aufstrag, though, if they can; if not, they fall out of the
as the species has a remarkable ability to tree and coil about the creature. These
pass memories down through generations. heavy beasts fight with an absolute
wild abandon, lashing about
Their eggs bring an extremely hefty sum in with their torsos, biting, and
the markets of Aihrde, ranging from 1,500gp to engulfing victims with their
10,000gp. tentacles and constricting
them. They constantly roll
The rare Rune of Iahnael obscures the creature’s over, coil upon themselves
vision by generating a false electrical pattern for it. and their victims, uncoil,

MONSTERS & TREASURES OF AIHRDE 23


MONSTERS D
and recoil again. They never stop moving. They can attack two But evil carries many faces, and demons and devils are as
opponents at a time and are immune to sneak or back attack unless different as night and day. Evil defines them both, but the nature
they are caught unawares. They prefer to attacks with a bite and of that evil sets them apart.
tentacle attack, pulling a victim in, coiling about them, biting again,
and squeezing them with their tentacles. Demons are agents of chaos; they dwell in the madness of their
own filth. They are the wretched refuse of disconnected streams
BLOOD DRAIN: The tentacles of a dakmour wyrm possess scores of consciousness, a twisted madness of incoherent emotions.
of large suckers that attach to their prey. The attachment is They do not possess the ability to act in a coherent manner,
brutal and causes the skin to hemorrhage so severely as to cause work in the company of others who are not their slaves, or even
blood blisters. Each round after a successful strike, a tentacle to stand with their own kind. Theirs is a madness of constant
automatically inflicts 1d2 points of damage per round. It does so movement. Their minds are an infinite abyss of unfettered chaos.
until the victim breaks free. They are Lords of Chaos.

CONSTRICTION: On a successful attack by three or more tentacles, Devils, on the other hand, are slaves to law; they dwell in a
the dakmour wyrm can attempt to entwine and constrict an state of mental entropy. Crippled and weak, hubris defines and
opponent. On the round following the successful attacks, the governs them, granting them the narcissistic belief that they
wyrm makes a grappling attack against that opponent. If successful, can bring order to the world around them, for their minds are
the dakmour entwines its victim and begins squeezing them. This small and the entropy that governs them governs the order of
constriction prevents all movement, restrains the victim’s limbs, things. Abject creatures defined by their own slavery, they are
and crushes the victim for 1d10 points of damage per round. It can servants of a degenerate covenant that fails them. Their minds
both bite and cause blood drain while it’s constricting. are structured to serve others; it is a fettered control. They are
the Lords of Law.
IMPROVED GRAB: When a dakmour wyrm strikes with one of its
tentacles, an opponent must make a successful strength save or IN AIHRDE
suffer in the creature’s grasp. A creature held in this way suffers Demonkind and devilkin are clearly defined by their service to the
automatic blood drain damage each subsequent round. After a Horned God. When Unklar came to the plane of Aihrde and slew
held creature suffers automatic blood drain damage in a given the Court of Aenoch, he launched a series of long and bitter wars,
round, it can attempt another strength save to break free of the the first of which he waged against the gods. He hounded them
creature’s clutches the following round. from the world, slew them in their strongholds, or bound them in
SLAM: If the dakmour wyrm manages to successfully hit and hold a chains. To do this proved a monumental task for even him, and he
victim with two or more of its tentacles, or is able to launch a constrict called to the Shadow Realms and to the Void and all the dark places
attack, then it can slam the victim for 1d6 points of extra damage. of creation; he called for allies. From the depths of the Wretched
Plains, there arose a tumult of many voices, great hosts of creatures
IN AIHRDE crawled from the filth of their wasted existence to heed his call.
Dakmour wyrms are very prolific beasts. Encountered throughout He gathered them in several hosts and he bound them to him,
the tropical and temperate zones due to their highly adaptable making them slaves to his will and design. They were called “the
nature, dakmour wyrms are the terror of many regions. Thieves’ tvungen” by their enemies, the “fettered,” what later men simply
guilds the world over prize the suckers of the dakmour wyrms, for referred to as the devils of Unklar. These lawful evil creatures
they can be used as climbing tools for a limited time, much like a saw the design of his purpose and sought to be a part of it, or at
hand claw. The tentacles’ suckers are thick and durable and do not least to mimic it.
rot for several months. The suckers are attached to an open-ended
leather sheaf. This sheaf is placed over the hands and gives the Many of the voices in the Wretched Plains, that is, the Shadow
climber added security (+2 per sheaf used) on their climb. They cost Realms, did not heed Unklar’s call, but rather heaped curses
25gp per sheaf and are good for four usages before they wear out. upon him and swore to slay him and the tvungen. These men
called the “tvungenos”, or the “unfettered,” thoese beings
DEMONS AND DEVILS remained free from Unklar’s control. These demons were marked
These creatures are unadulterated evil. Evil defines them. They not by their independence but by their utter madness.
are not capable of good or acts of kindness or mercy. Human
emotions do not motivate them. They do not feel humiliation But Unklar gathered together the tvungen, fleshing out his cohorts
or understand it. If made to crawl in the mud and play the part with their ranks. Unklar armored himself and took up Utriel, the
of a cowed beast, they do so, seeing their actions as one step Mace of Judgment, and marched to war at the head of his host.
toward whatever their goals may be. If an action such a creature They marched then on Aalun-Hart-Ra, the City that lies at the
takes benefits someone, it is a byproduct of its own desires and Center, where the gods congregated. He tore down their gate and
for nothing more. Such actions would never intentionally benefit assailed them in their bastion, laying waste to it all. During this
others. They have no ability to feel for others, no empathy of the War of the Gods, the ranks of the tvungen were greatly depleted,
plight of sorrow. They are wretched creatures, pathetic in their for the gods did not yield their power needlessly. Unklar proved
self–absorbing madness of being. They are evil, pure and simple. careless of the ranks of the tvungen, as well, for he loved nothing,

24 CASTLES & CRUSADES


D MONSTERS
not even the loyalty of powerful minions. The war waged for years MAGIC JAR: The demon can cast a type of magic jar. The spell
in the high halls of that place. The deeds of man and god fell into acts in all respects as the magic jar spell, with the following
the abyss, and few remained to remember them, but the struggle exceptions: the spell can only be cast upon one item. If that
was hard and took more from the Horned God than ever he item is destroyed, the demon is consigned to the nether planes
believed it would. In the end, he cast the city into ruins and left its for eternity; the duration of the magic jar is permanent or
inhabitants shadows of their former selves. But the greater part of until the demon returns to its own body; the “jar” can be any
the casualities Unklar himself suffered: his hosts were devastated, type of item: a mirror, cup, weapon etc. There is no range on
and where thousands had gathered hundreds now remained. the magic jar, but if the demon is to cast it into another plane,
there has to be some type of connection such as a contact other
The tvungen, of course, are of the ranks of the Val-Eahrakun plane spell, or summoning spell, that allows the demon to see
and, slaying them is not an easy task; many returned to the halls into the other plane and cast its magic jar. This is the primary
of the Wretched Plains, the Shadowed Realms, to lick their method that demons use to travel from one plane to another;
wounds. But their return was fraught with danger, for in their they place themselves in an item upon another plane or one
absence, the tvungenos assumed command of the gates and bound for another plane.
portals, the towers and dungeons, and many of the great cities
fell to the demons, which they ruled in their raving madness. When the demon casts magic jar, it enters the item, and then
These realms are home to pitiless dead, those who once lived an waits for something living and desirable to approach. At that
evil or mean existence, those lost spirits found no order in the point, it attempts to possess the creature and enter. When the
rule of tvungenos. demon has occupied a new host for a number of days equal to
the host’s HD or level, the demon “arrives,” taking control of the
When the tvungen returned, they sought their seats and host. The host must make a successful charisma save or it morphs
towers, but the tvungenos laughed them off and cast them the into the demon. The host dies, its soul perishes and the demon
beggar’s coin. War erupted soon after. It spread throughout the has “arrived” upon the plane.
Wretched Plains as the two sides fought bitter battles, one to
regain their strongholds and power, and the other for the love In all respects, the demon is a denizen of the plane it now
of hatred and tumult; and the dead they left untended. Utter occupies. It is not considered a summoned creature and magical
chaos ensued. In some areas the tvungen ruled; in others, the protections against summoned creatures have no effect.
tvungenos. In others still the dead rose to prominence, ruling
their own kingdoms of wild nightmares. So the Wretched SPEAK WITH THE DEAD: As inhabitants of the Wretched Plains
Plains, unforgiving in its conception, descended into deranged demons can speak with those consigned to those realms.
horror and dreadful nightmare.
ARU, DEMON (THE HUNGRY)
The lines that divide the two entities, the tvungen and the NO. APPEARING: 1-4
trungenos, are not so easy to discern. They do not war as nations SIZE: Large
of men war, though they hate each other. In all the evil of the HD: 9 (d8)
Wretched Plains, the tvungen live in islands of calm where their MOVE: 20 ft. (bi-pedal); 30 ft. (quad-pedal); 60 ft. fly
evil is perpetrated in cold calculation. But all around them surges AC: 28
the sea of chaos, warring with and upon itself, even as it does ATTACKS: 2 Claws (1d8), Bite (1d10)
upon the islands of dread in its midst. SPECIAL: Acid Spray, Cause Disease, Energy Drain, Immunity
to Poison, See Invisible, Stench, SR 12
Only one constant defines the Wretched Plains: the creatures SAVES: M
who rule there are evil, unashamed and unrepentant; evil in INT: Superior
their thoughts, actions, and deeds. There is no nobility of spirit, ALIGNMENT: Chaotic Evil
no justice that drives them; they are broken creatures, shed by TYPE: Extra planar
the All Father as flawed because of their evil. TREASURE: 10
DEMONS XP: 3150+10

POWERS COMMON TO ALL DEMONS The aru are large, white-skinned creatures. They stand on
IMMUNITY, TO WEAPONS: Non-enchanted weapons, except as powerful legs with bird-like feet, but their legs are disproportionate
listed below, cannot strike a demon. It requires at least a +1 to their wide chests and broad backs. Their arms are as wings, with
weapon to strike a demon. Some demons require a greater than folds of flesh binding them to their torsos; beak-like claws serve
+1 weapon as noted in their Special Abilities. Masterwork as hands. Their backs are smooth but for a single ridge of boney
weapons are not enchanted and as such cannot strike demons. protrusions that sprout the length of their skin. They have broad,
flat, short tails that aid their balance when walking. Their heads
IRON WEAKNESS: All demons have a weakness to iron. They cannot look more like a bird’s beak, with no neck to speak of, beady eyes,
cross it, and when struck with weapons of pure iron, the weapon and holes where they would have ears. A gland under their neck is
gains an additional +2 to-hit and 1d6 points of damage. always swollen, seeping a clear liquid gel harmful to the touch.

MONSTERS & TREASURES OF AIHRDE 25


MONSTERS D
The aru can walk on all fours as easily as they can on two. They IMMUNITY TO POISON: The aru are immune to all types of
fly with tremendous speed, though with poor agility. They are poison.
highly independent, fiercely chaotic, and never found in the
company of other demons unless compelled. They do not serve SEE INVISIBILITY: The aru can see any creature that is invisible or
in the armies of any abyssal lords unless it is by chance and their is hiding through use of a magical device. Further spells such as
own design. Even then, it is for their gratification, to sate their mirror image have no effect on the aru.
lusts for evil, which they perpetrate on their “allies” as well as
STENCH: Any creature within 20 feet (farther if there is a strong
their prey.
wind) of an aru is assaulted by the fetid reek of their slimy skin.
Aru dwell in putrid muck, mire that resembles their original This nauseating stench causes the unfortunate victim to retch,
state. Coats of slime cover these boiling pools of filth. The aru reducing their effectiveness. If they fail a constitution save, they
dwell beneath the surface, rising only when prey passes near or suffer 1d4 points of subdual damage from initial contact, and suffer
when the desire suites them to ride the currents of the Shadow a -2 penalty on all attack rolls. This penalty persists until two
Realm upon the hunt. This happens frequently, for the creatures rounds after the victim is no longer able to smell the stench.
have no purpose or design; they were not created, but rather
IN AIHRDE
came to be, and as such, their minds are listless and filled with
the chaos of the universe. The aru are not of the All Father’s making, and as such, do not
know him or his designs. Before all else there was the Great
COMBAT: The aru are vicious in battle. They attack through Empty, and across its face moved two beings, the All Father and
surprise or by a lopping, four-legged charge, followed by a short Inzae, the dragon. The dragon tore the fabric of the Empty and
flight-inspired jump to land upon their prey. They immediately matter came to be; her efforts attracted the All Father, and where
begin raking and biting the victim to incapacitate it. They his might met her designs, there was chaos. From this cosmic
use what little spell use they have only as an afterthought, far madness, the aru evolved. Taking shape of their own design, they
preferring the violence and chaos of close-quarter combat. haunted the Void for eons, devouring the hapless shapes they
found there.
ACID SPRAY: An ichorous pus fills the gland beneath the aru’s
neck/beak. The beast can compress the gland and spray the acid In time, many of them gravitated to the Shadow Realms, for
out in an arc in front of it. Those caught in the spray must make there darkness reigned and evil ruled; the dead shambled along
a successful dexterity save or suffer 2d8 points of acid damage. It without hope or purpose and made easy prey for the ever–hungry
can perform this attack once every 4 rounds. aru. They dwell far from the haunts of other demons, for the
aru are quarrelsome, and feed upon their kin as quickly as the
CAUSE DISEASE: Any creature struck by the claws of the aru must doomed. They are hunted by the unkbartig for sport, but it is a
make a successful constitution save or be stricken with a vile dangerous sport, and many of those greater demons fall victim to
form of leprosy. Only the spell cure disease can remove the leprosy. their intended prey.
Each time a victim is struck by an aru, a successful constitution
save is required to resist the mummy’s scabrous touch. Failure The Imtell-et-Aru worships the aru as beings of great power and
indicates that the creature has been afflicted with leprosy, and no beneficence. This a cult of madmen believes the aru came to be
further saves are allowed. While afflicted with leprosy, magical through their own power and through them the world must one
spells and effects that restore hit points do not function on day be remade. The members are considered mad, though
the victim. Methods of natural healing, including the groups ranks are filled with wizards, assassins,
regeneration, will work. The healing blankets rogues, thieves and similar ilk. Members are
of the halflings heal double all normal universally hated, and when discovered,
healing methods. In addition, a victim burned at the stake for the dangers
of this leprosy loses two points of they pose are real. In the end,
charisma each month, culminating they are mistaken in their trust
in the victim’s death 1d6 months of the aru, for that demon-kin is
after exposure and contraction, not kindly, nor has any purpose
unless they are cured. other than destruction.
ENERGY DRAIN: The victim
of an aru bite must make a
successful constitution save
or lose 1 level of experience.
The effect is temporary,
lasting only so long as the
aru itself is alive. Otherwise,
this ability acts as the spell
energy drain.

26 CASTLES & CRUSADES


D MONSTERS
NACURAVAND, DEMON (WATER’S SHADOW) IMMUNITY TO POISON: They are immune to all poisons.
NO. APPEARING: 1-4
TOXIC CLOUD: Underwater, a nacuravand can surround itself
SIZE: Large
with a thick, greasy cloud of mucus, forcing all creatures within
HD: 12(d8)
30 feet to succeed at a constitution save or suffer 4d8 points of
MOVE: 20 ft., 100 ft. (swim)
damage per round they are in the cloud; (save for half). The
AC: 23
cloud obscures vision, as well, reducing visibility by half. The
ATTACKS: By weapon
demon can release the toxic cloud once per day, and it dissipates
SPECIAL: Darkvision 60 ft., Immunity to Poison, Mucus Cloud,
after 4 rounds. This ability functions above water as well, but the
Plane Shift, Shape Shifting, SR 11, Twilight vision, +2 or better
cloud, being heavy, dissipates after 2 rounds.
weapon to hit, Water Breathing
SAVES: M SHAPE SHIFTING: Twice daily, the nacuravand can alter its form. Its
INT: Average preferred form is that of a beautiful human or elven woman.
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar PLANE-SHIFT: At will they can plane shift between ocean and
TREASURE: 13 home plane.
XP: 4275+12
WATER-BREATHING: The nacuravand breathes underwater as
The water demons are foul creatures averaging about 15 feet from easily as it does above.
head to tail. Their lower torsos are similar to large, fat puffer fish,
with a broad, sweeping tail. They have six spindly legs along their IN AHIRDE
flanks that enable them to walk on dry land or the bottom of These creatures came to be when the All Father fell and his
the sea. Their upper torsos, however, are vaguely female-human nightmares overwhelmed Aihrde. As such, they are relative
shaped with broad shoulders bracing up four arms. Their heads newcomers to the world, having only haunted it for several
are similar to a squid’s, long, narrow, and with two fins, long and thousands years. Despite this, they are the best known of all the
angular, in line with the shoulders where their ears should be. demons, for they haunt all the coastal shores of Aihrde; they are
They have long tentacles draped around their shoulders like so found in rivers, deep lakes, and on occasion in swamps. They are
much roping. There have no eyes but their tentacles are covered the most hated of all the Tvungenos for they haunt the common
in thousands of cilia that constantly grope about them, sensing to lives of men, elves, dwarves, and all others who make their living
any motion within normal “sight.” from or who dwell by the waters.
Alone in demonkind, the nacuravand can travel from one plane During the long Winter Dark, the Lords of Aufstrag made sport
to another with relative ease. They occupy the nether planes of hunting them, and their gills found a place upon the platters
and haunt the deep seas of the natural world. These extremely of the Master of Aufstrag. They also found a home in the
aggressive water demons are oddities in that towers of the City of Seven, where the nobles of that
they travel in small groups. These pods Empire sought their amusements. For there, many
do not act in concert, however, but towers were constructed, and the city was allowed to
rather travel together for the take the shape of an amalgam of madness. Each
purpose of protection and tower bore with it a forbidden fruit of unbridled
safety. chaos, which Unklar’s nobles came to enjoy.
The contests between tower and lord were
The nacuravand are the curse legendary, and the nacuravand played a
of many fishermen. They often shape greater role than any other demon.
shift on the shores of lonely beaches
calling for aid. When the unsuspecting All this ended with the fall of the
fisherman comes to their assistance, the Empire, and the nacuravand returned
water demon slays them. They take the to their old haunts of terror and death
form of the woman in the deep waters, as upon the edges of the world.
well, pretending to be distressed when a ship
comes by; many a poor crew have been slain by In the Shadow Realms, the
the nacuravand soon after taking her aboard. nacuravand are found anywhere
there is water. There they haunt the
COMBAT: The nacuravand are physically imposing and relish hapless dead, even as they do upon
close-quarter combat using their deadly array of weapons. They the sunlit shores of Aihrde.
can conceal their weapons when shape shifting, but as soon as
the opportunity allows, they attack with blades first. They prefer
a variety of swords, always four in number, each dealing 1d8
points of damage. Each sword acts as a +2 sword.

MONSTERS & TREASURES OF AIHRDE 27


MONSTERS D
PARALYTE, DEMON (SPAWN) occasionally does so by accident. The mouth usually moves
NO. APPEARING: 1-20 across the creature’s body, looking for its own target. When it
SIZE: Small moves, it slithers across the paralyte’s torso, ripping the skin
HD: 4(d8) and flesh open. The exposed wounds close in time, but usually
MOVE: 50 ft. become nests of all manner of foul bacteria-laced rot. The mouth
AC: 18 cannot tear the tiny plates, but does move them constantly so the
ATTACKS: 8 Claws (1d2) creature, when active, looks as if its skin is literally crawling.
SPECIAL: Acid Attack, Darkvision 60 ft., Immunity to Poison,
COMBAT: The paralyte is a very aggressive creature. Lying
SR 1, Twilight Vision
dormant much of its existence, it livens up and attacks when
SAVES: M
anything comes within sight of it. It is indiscriminate in its attack,
INT: Low
often attacking other demons when crossed. If one attacks, every
ALIGNMENT: Chaotic Evil
one of the creature in the pod attacks. Together, they cover a
TYPE: Extraplanar
victim, trying to bring it to the ground, where they slay it.
TREASURE: 4
XP: 120+4 ACID ATTACK: Once every 4 rounds, the paralyte can spit a wad
of acidic gel up to 10 feet. The target must make a successful
These multilegged creatures crawl low to the ground, their bodies
dexterity save or suffer 1d4 points of damage.
almost dragging the earth. They can fold their legs underneath
their misshapen forms, so they look no more like a spawn of chaos IMMUNITY TO POISON: Paralytes are immune to all types of poison.
than a rock. Multiple clusters of small plates, shrouded in rings
of coarse hair, cover the paralytes misshapen bodies. Thousands IN AIHRDE
of tiny “eyes” dot the creatures legs. From a distance they look Paralytes are spawns of the Vulcreed demons. Where those great
like clusters of small blisters, but up close, the viewer can discern beastly creatures travel, they leave spores behind. These spores
small pupils, constantly turning and looking about. Their legs are mutate into paralytes. They are universally detested by all living
capped with barb–like claws that often break off in their foes. things, for they have no purpose. Only the greater demons have
They have no need to feed or take in nourishment, but do possess learned to use them in battle, gathering them in bundles to hurl
something of a mouth, more like a large, open, festering wound, that them at their enemies, where they attack viciously.
moves across the creature’s body, tearing its flesh as it does so.
The festering, secreting wounds caused by the mouth of the
The paralytes are dim-witted demons that occupy most any creature contain a toxin that assassins use. It is very expensive,
plane. They prefer dry, rocky, hot regions, but harsh weather or usually costing 500gp per four applications. It acts as a type IV
terrain has no adverse affect upon them. They travel in clusters, poison when properly cured.
finding strength in numbers. They can communicate in a form of
common, but it is halting and broken. They remain inactive until SUCCUBUS, DEMON (MISTRESS)
living creatures come within their area, at which point they liven
NO. APPEARING: 1
up and attack anything they see.
SIZE: Medium
Its “mouth” is actually a part of the creature that has a mind HD: 6(d8)
of its own. It cannot attack in concert with the legs, though MOVE: 30 ft., 60 ft. (fly)
AC: 18
ATTACKS: 2 Claws (1d4), Tail (1d2), Bite (1)
SPECIAL: Glamour, Immunity to Elements, Insanity, Sleep,
Spell-Like Abilities, SR 10
SAVES: M)
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Demon
TREASURE: 7
XP: 540+6

The succubus has two forms. In reality, she is a beastly creature,


thin, malformed, and possessed of a horrible stench much like
the smell of rotting fruit. Her face is drawn and narrow, barely
containing her humanoid features. Her chest sags inward, bones
protruding through the thin gossamer of her skin. Beneath her
ribs, her stomach distends like a horrid pouch, filled with the
souls of the unfortunates she has devoured. Her glamour hides
the reality of her horrid nature, making her instead appear as a

28 CASTLES & CRUSADES


D MONSTERS
beautiful woman: shapely, perfect, and highly desirable. Her long line of site to the wings. Thrusting a shield, or any similar item,
hair covers her shoulders and her form she casts in folds of silk between the victim and the wings breaks the wings’ effects.
that tantalize the viewer. In either form, she has massive bat like
wings, they unfold behind her, spreading out like two massive SLEEP: If a succubus kisses her victim on the lips, the victim must
canopies, black and empty. Her wings are conduits to the outer make a successful charisma save or fall into a deep sleep. The
planes, looking into their black depths is dangerous and many a victim cannot be brought out of this sleep by ordinary means;
man has gone mad doing so. rather a dispel magic, remove curse, heal or other similar spell must
be applied.
Two motives drive the succubus. She is continually hungry,
desiring to eat the souls of humans more than anything else, SPELL-LIKE ABILITIES: Emotion (1/day), hallucinatory terrain (3/
though dwarves serve her in a pinch. Elves and the other fey day), hypnotic pattern (1/day), and tongue (permanent). She casts
she has little interest in, other than, of course, slaying them. as a 10th-level caster.
She is driven by hate as well, for she knows her race, spawned
IN AIHRDE
in the depths of the abyss, is failed; she longs for what she is
not, pure and whole. So she hates all things and the fact she Created in the great empty in the All Father’s youth, these
must disguise herself to interact with other creatures drives this creatures proved unpleasing to him, for their minds were twisted,
hatred even further. and he cast them off into the void. There they dwelt in a vast ball
of writhing wings and limbs, clinging to one another in hatred and
Succubi are almost always alone, though on occasion, they gather spite, hunger, and desperation. When the world came to be, they
together when pressed into service by a more powerful demon or lingered on the edge of the Great Empty, filled with envy. Some
devil, or by one of their own. Wizards, in time, can bind them, slipped through, others were summoned, and others refused and
but this as is always is a dangerous endeavor, for these creatures fought the calling of the magi. When Unklar came to rule and
are unadulterated evil. Like all of their kind, they cannot forgive, built the Winter’s Dark, he called upon the succubi to join him in
they have no conscience, no feelings, and are driven by no Aufstrag. Some attempted to lure him into their own evil, and he
motives other than hunger and hatred. cast them aside, and threw them all out, slaying them where he
could find them. The rest fled from his wrath, some lingering in
COMBAT: The succubus always attempts to charm her victim the Void, others entering the abyss of the Shadow Realms.
through her glamour. Casting herself as a beautiful maiden she
calls the unfortunate for aid or succor. She travels with the victim
if necessary, luring it into a sense of safety before she strikes. She
attempt to kiss the victim if she can, casting her sleep upon it. In
any case she feeds on it, slowly if she can, draining its life force.
But if pushed into open combat, the succubus uses her spells to
drive off or kill a foe. When pressed, she reveals her true form,
dropping the glamour, shifting into that horrible, stench laden
shape.

GLAMOUR: A succubus can assume the form of a beautiful woman


and keep that form indefinitely. If horribly pressed, the glamour
falls away, and the creature’s true nature is revealed; spells such
as true seeing remove the glamour, as well. In death, the glamour
falls away. The succubus possesses immunities to other form-
changing effects unless she wishes to be affected.

IMMUNITY TO ELEMENTS: The ulthal are extraplanar creatures that


are possessed of natural immunities to the elements. As such, all
fire and cold-based attacks automatically do half damage.

INSANITY: Whenever the succubus first opens her wings, anyone


viewing her from the front must make a successful wisdom save
or the hypnotic patterns of darkness immobilize them. The wing’s
effects act in all manner as a hold person spell. The victim must
make a saving throw each round. If they fail four consecutive
saving throws, they suffer a mental lapse and lose their minds,
becoming insane, collapsing to the ground, wailing, and weeping.
Only a remove curse can bring them back. The succubus mostly
keeps her wings spread, and the victim must maintain a clear

MONSTERS & TREASURES OF AIHRDE 29


MONSTERS D
Intelligent demons, succubi can share their collective COMBAT: The ulthal are cowardly beasts, terrified of the pain
memories, each one experiences the triumphs and the failings they cause others. They stalk their prey from afar, hiding from
of her sisters. So they all, as a group, long for life in the world, the naked eye, usually hovering in the air some dozen or so feet
for there they see plenty of food and an almost infinite supply above those they wish to torment. They wait for an opportunity
of victims to torture. to strike, and then fall upon the victim, rending and tearing them
as best they can. They do carry a magical +1 scythe in battle.
It is said that it was a succubus who seduced Kain the Godless in
the Age of the Sorcerers; also it is known to the learned that the IMMUNITY TO ELEMENTS: The ulthal are extraplanar creatures that
same creature seduced Luther the Dreaming Knight, and that are possessed of natural immunities to the elements. As such, all
unholy union begat his son Morgeld the Black Prince. fire and cold-based attacks automatically do half damage.

ULTHAL, DEMON (WINGED DEMON) IMMUNITY TO POISON: They are immune to all types of poison.
NO. APPEARING: 1-4 INVISIBILITY: When they are on the prime material plane, they
SIZE: Medium can make themselves invisible 3/day.
HD: 8 (d8)
MOVE: 30 ft., 80 ft. (fly) SPELL–LIKE ABILITIES: animate dead (once per day), detect thoughts
AC: 23 (upon command), dispel good (2/day) speak with dead (upon
ATTACKS: 2 Claws (1d4), Bite (1d4+1), scythe (1d8+1) command). They cast as an 8th-level caster.
SPECIAL: Darkvision 60 ft., Immunity to Elements, Immunity
to Poison, Invisibility, Spell-Like Abilities, Spell Immunity, SR 1, SPELL IMMUNITY: They are immune to charm or charm-like spells.
Twilight Vision
SAVES: P IN AIHRDE
INT: Low The ulthal are of the order of creatures called the Tvungenos,
ALIGNMENT: Chaotic Evil the unfettered, demons to men. That being those creatures that
TYPE: Extraplanar Unklar called from the Void or the other realms but was unable
TREASURE: Nil to bring under his control. They predate time, but, they are not of
XP: 1800+8 the order of the Val-Eahrakun, but rather belong to the order of
the Val-Austlich, as the ulthal were fashioned from the Language
This skeletal creature appears long and tall, but in fact, is little by Thorax the Red Duke.
more than six feet. It looks something like a humanoid, but for its
large dark wings and small head. Its skin stretches over the bones
of its frame like a cadaver, and it reeks much like the dead, as
well. Wicked-looking fangs fill its long-beaked head. Its narrow
eyes lie hooded beneath scaly protrusions. The ulthal possess
long toes, and fingers, and wicked claws they use as weapons.
They always carry a scythe in battle. Each ulthal decorates his
scythe, from haft to blade, with bones, pictographs, or any other
item it finds desirable.

These creatures are demons of the most abhorrent kind, living


only to reap chaos and deliver their evil to the world. They do not
know love nor hate, only a never-ending torment of loss, and this
makes them unintelligible, impossible to bargain with, and even
immune to some spells. They hold no particular hatred for any one
people or thing, but lust in the agony of all living things.

The ulthal serve no master, no god, nor cause of any description.


They haunt the worlds of men and the planes, hunting only for
torment. On occasion, sorcery binds them to powerful wizards or
priests, or even to others of their own kind, but never willingly. If
they are so bound, they seek revenge against those who have laid
fetters upon them. They do travel with other ulthal; in the deeps of
negative planes, flocks of these beasts gather in the thousands.

They talk a tongue entirely their own. To the untrained, it


sounds much like the cawing of crows. The language is simple
and not difficult to learn, but few know it beyond the confines of
the ulthal’s hunting grounds.

30 CASTLES & CRUSADES


D MONSTERS
Many throughout Aihrde know of the winged demons, as they They walk continually, stomping through the hollow chambers
are the Eaters of the Dead. In the Shadow Realms, they dwell on their squat legs and feet. The unkbartig revel in creating, and
in huge flocks, circling the lines of dead and lost souls who have over time, their dungeons can spread over great distances and
come to that gray abyss. They swoop down upon an unsuspecting possess hordes of rooms and chambers.
soul to pluck it from the surface, carrying into the heavens.
There hosts of the ulthal fall upon the soul/body, rending it to Through their power and force of will, they command the respect
shreds. The soul, of course, suffers immense pain before it slowly of many of the other demons. These often congregate in the
reforms upon the surface of the Shadow Realms, there to resume copper towers of the unkbartig in flocks of squawking madness.
its course. When roused, of course, they follow the bidding of their master,
as best they can. They often command large armies of dead souls,
UNKBARTIG, DEMON (DARK BEARDED) victims of their own life’s evil that have landed them in the
NO. APPEARING: 1 hands of the unkbartig.
SIZE: Large Unbartig abhor wood of any shape or size, and the smell of it drives them
HD: 132(hp) into a rage.
MOVE: 40 ft., 60 ft. (fly)
AC: 28 COMBAT: The unkbartig attack as 22 hit dice creatures. They
ATTACKS: 2 Claws (1d8+4), Ram (2d12+4), By weapon (+4 have an effective strength of 20 and gain a +4 to hit and +4 to
damage) damage with any physical attack. They prefer weapons of length,
SPECIAL: Darkvision 60 ft., Immunity to Poison, Spell such as a bardiche, halberd, or other pole arm. They are extremely
Immunity, Spell-Like Abilities, SR 15, Unicorn Vulnerability, intelligent and always use sorcery to its best advantage. Their great
Wood Vulnerability, +3 or better weapon to hit failing is, of course, their evil and madness; they are forever in
SAVES: M conflict with themselves and rarely attack the same opponent in
INT: Genius succession. They have no ability to think strategically or tactically,
ALIGNMENT: Chaotic Evil chaotically throwing themselves and their minions into the fray.
TYPE: Extraplanar
TREASURE: 30 SPELL–LIKE ABILITIES: They have the following spell–like
XP: 24550+20 abilities: darkness, (3/day), delayed blast fireball (1/day), discern lies
(permanent), fear (3/day), fireball (3/day), glyph of warding (5/day),
The unkbartig are huge, standing around 8 feet tall, their phase door (1/day, not through wood), power word
heads are much too big for their bodies and hang low, so that blind (1/day), raise dead (1/day), speak with the dead
their chin is forever resting upon their chests. Their faces are (permanent), summon lesser undead monster (1/day, acts
broad, long, and angular. Upon their scalps, hair grows in long, as summon less monster but the creatures are undead),
thick, dark coils of ash. It is forever breaking free, falling away teleport (4/day), unhallow (1/day, see hallow). All spells
in small swirls of dust. The same occurs with their beards. are cast as a 15th level caster.
Fashioned to mimic dwarves’, their beards dangle from their
chins and upper lip in tendrils of smoky ash, some IMMUNITY TO POISON: They are immune to all
little blasted away by the breath of their speech. types of poison.
They are bipedal and possess two arms, but
these limbs are misshapen. The arms SPELL IMMUNITY: They are immune to
are thick, fat, and long. Their legs are all mind-affecting spells, i.e., mind blank,
shorter than their torsos and bend charm, all illusions, etc.
outward. They decry clothing of any UNICORN VULNERABILITY: If the unkbartig
sort, but their bodies are covered in is struck by a unicorn, or even if the blood
thick, ashy hair. They have muscular of unicorn is ingested or somehow enters
chests and stomachs, but even here his body, the unkbartig is slain instantly.
the muscle is strange, for it seems
to have no course or direction. With WOOD VULNERABILITY: Any pure wooden
their small red eyes, the unkbartig weapon that strikes the unkbartig does an
are horrid creatures to behold. extra 1d4 points of damage. This does not
include arrows, spears, and the like.
The unkbartig are lords in their own
right, dwelling in towers built of IN AIHRDE
copper and stone. They shape their
In the darkness of the Void, there was
fortresses with twisted corridors,
great tumult as the All Father swept
mazes, stairs, and ramps that often go
through creation. Many thoughts hung
nowhere. They rule from the hoof,
behind him, catalyzed into shape and
never sitting down, nor stopping.
form, flawed and evil, broken and
MONSTERS & TREASURES OF AIHRDE 31
MONSTERS D
without hope. Some fled into the recesses in mindless terror; with a half-dozen half grown, dangling from their sides like so
others followed the wake of his light through the Great Empty. In many limbs. Many-jointed, the spindly legs seem incapable of
those days, the unkbartig possessed no shape, nor any form. They holding up the bulk of the creature. But it is from beneath their
wandered listless, but filled with the rage to hate. When at last massive carriage that the creature’s true horror lies, for there, a
they steeled their courage to come to Aihrde, they saw the All long, thin neck unfolds, extending a dozen feet or more beyond
Father in the act of creation; he bent over his forge and pound the beast, ending at last in a long, barbed snout, where fangs of
the language into the substance of life. They played witness to the various sizes crisscross each other in no discernable pattern. The
making of the dwarves, and these they envied greatly, for the All vulcreed are covered in pus-filled sores, which slough off chunks
Father seemed to love those most of all. Their envy fueled the of it body as it crawls along.
corruption of their being. They shaped themselves then in mockery
of the dwarves, even to the mark of sprouting beards. For their part, The vulcreed are some of the most powerful of the demonkind.
the dwarves do not see the shadow of their form in unkbartig, but Their dens consist of massive, many-layered dungeons beneath
the dwarves are possessed of a particular arrogance, grounded in the the earth. There they burrow through rock and earth in a never-
knowledge of their own origins. ending quest for darkness; for light causes them distress, and
powerful light inflicts damage. It drives them to madness, so they
The unkbartig are powerful demons that occupy all layers of the escape it, feeding on the darkness, leaving behind them an inky
Shadow Realms; they haunt the world of Aihrde as well as many residue that does not suffer light to enter.
of the other planes of existence. But in the Shadow Realms, they
have assumed a grim purpose, finding great pleasure in the torment In the legions, all fear them, for their presence is unbearable to
of the damned. When the wizard Ondluch splintered the mind of most other demons. They do not command armies, but whither
the All Father, a host of passageways opened between the realms; they go, other demons are likely to follow, for in their wake, the
the portals took many shapes, some were hidden, others not; many vulcreed leave utter chaos.
bore dangers undreamed of by man or dwarf. These portals dotted
COMBAT: The vulcreed attack as a 35 HD creature. Despite
the Shadow Realms, and it is here that the unkbartig gathered and
their bulk, the vulcreed’s many legs allow them to move very
built their towers. They called themselves Guardians of the Portal
quickly. They have powerful spell-like abilities, but always prefer
and ruled as tyrants.
to battle close with their victims and deliver their range of
When the lonely dead and damned came to the Shadow Realms, physical attacks. They are extremely intelligent and can discern
their wandering paths new no direction, but those that came to which opponent poses the greatest threat.
the portals found themselves subject to the unkbartig’s torments.
Some they let pass, but others they drew within their towers
and tormented them; still others they culled and made them
servants. In time, the unkbartig grew in power throughout the
Shadow Realms for their armies were large and filled with the
conscripts of the damned.

VULCREED, DEMON (LORD OF CHAOS)


NO. APPEARING: 1
SIZE: Medium
HD: 184 (hp)
MOVE: 60 ft.
AC: 35
ATTACKS: Claw (see below) (1d12), Bite (10d6)
SPECIAL: Darkvision 60 ft.,, Dream of Darkness, Immunity to
Poisons, Light Sensitivity, Regeneration 1, Spell Immunity, SR
14, Twilight Vision, +4 or better weapon to hit
SAVES: M, P
INT: Supr-Genius
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 18x3
XP: 46700+35

Gigantic creatures, the vulcreed are powerful denizens of the


lower realms. They feed on darkness, their bulk swelling in the
cool depths of the cold and empty. Their bodies are massive,
bulbous, and longer than wide. They sprout legs from their flanks
as normal creatures do hair, usually possessing 4-12 good legs,
32 CASTLES & CRUSADES
D MONSTERS
DREAM OF DARKNESS: The self-created vulcreed live in a world DEVILS
of dark, brooding madness. When they so desire, they cancast POWERS COMMON TO ALL DEVILS
their dark thoughts upon others. Once a turn, the vulcreed
can cast a dreaming spell on one victim. The spell instantly There are three tiers of tvungen in the Wretched Plains, the Lutz
convinces the victim they are living through a dream from are the lesser devils, the Qaul of those of the middle ranks, and
which they cannot wake. They focus all their energy on waking the Eahruk are those greater devils who rule the palaces of the
from the dream, and will not defend themselves, and cannot damned. They all share certain powers.
cast spells, or take any action other than “waking” themselves IMMUNITY TO ELEMENTS: Devils are extraplanar creatures
up. A successful wisdom save (CL 35) allows the victim to possessed of natural immunities to the elements. As such, all
break free. If five attempts to break free from the dream fail, fire and cold-based attacks do an automatic half damage. A
the victim is caught in the dream permanently; nothing short successful save reduces the damage further.
of a wish spell can free them.
IMMUNITY TO WEAPONS: Non-enchanted weapons cannot
IMMUNITY TO POISONS: The vulcreed are immune to all types of strike a devil. It requires at least a +1 weapon to strike a devil.
poison. Some devils require a greater than +1 as noted in their Special
LIGHT SENSITIVITY: Intense light withers the vulcreed. For every Abilities. Masterwork weapons are not enchanted, and as such,
round they remain within the area of effect of a light or similar cannot strike devils.
spell, or any magical light, the vulcreed take 1d4 points of SHAPE CHANGE: All devils can shape change as per the spell shape
damage. This effect is not cumulative. change with the following exceptions. There is no duration on
SPELL–LIKE ABILITIES: They have the following spell–like abilities: the ability; a devil may remain in the deceptive state as long as
clairvoyance and clairaudience (permanent), creeping doom it desires. It cannot, however, constantly change form. A Lutz
(emanates from vulcreed),(1/day), darkness, (3/day), legend lore devil can only shape change twice a day, to and from. A devil
(permanent), spike stones (3/day), storm of vengeance (1/day), of the Qual can shape change 4 times per day, to and from. An
telepathic bond (permanent), transmute flesh and bone (1/day), Eahruk Devil, the greater kindred, can shape change up to 8 times
transmute mud and rock (1/day), wall of thorns (3/day). They cast a day. Devils cannot, however, assume any form they wish. The
as a 15th-level caster.. form must be the same size as their original form or smaller; they
can take on the shape of animals or even other beasts. This is a
SPELL IMMUNITY: They are immune to all cold or electrical based natural ability for devils.
attacks.
SPEAK WITH THE DEAD: Speak with all dead as the spell.
IN AIHRDE
VANITY: A devil’s greatest weakness is its vanity. Devils love
The vulcreed came to Aihrde as many did, but their origins are themselves more than power, more than wealth, more than
utterly unique. The vulcreed, like many evil creatures, were born anything in the world living or dead. Clever characters can
of dark dreams that stole upon the All Father unbidden. But attempt to take advantage of this vanity. Through a successful
many of these came to be when the All Father fell to the sorcery charisma check, the character can charm a devil, convincing it
of the Goblins; the vulcreed, alone of all creation, stole from the to not attack. The charisma check is made against a CL equal to
All Father’s troubled sleep of their own accord. They slipped into the devil’s hit dice. It lasts for 1 hour per level of the character.
the inky blackness of the Void and fled from him for fear that The charm is not so powerful as to convince the devil to help the
when his light awoke, he would destroy them, as he surely would characters or aid them in any way. But it can prevent an attack.
have. In time, when the world came to be, the vulcreed crept to
and stole into the hidden places and their made war upon other AGHUL, DEVIL (TUSKED)
living things. For a time, they joined the legions of Thorax, but NO. APPEARING: 1
the Great Bull offered them little sanctuary from Corthain when SIZE: Large
he discovered them and learned from whence they came. He HD: 7 (d8)
then hunted them, using the golden hounds of his halls; many MOVE: 30 ft.
died at the end of his long spear, but some fled into the Shadow AC: 17
Realms, where they found refuge from his wrath. ATTACKS: 2 Tusks (1d8), Knoglen Blade (1d10)
In after days, the vulcreed came to rule vast areas of the Shadow SPECIAL: Darkvision 60 ft., Immunity to the Elements,
Realms, ushering the damned into their dungeons, where they Knoglen Blade, Regeneration 1, Shape Change, Spell-Like
tortured them endlessly. They have ever longed for vengeance and Abilities, Twilight Vision, SR 3
hate all things that come from Aihrde. They long for the Void, but SAVES: M
fear to return there, for the golden hounds are always vigilant. INT: High
ALIGNMENT: Lawful Evil
Tis said even so that some few of the vulcreed dwell in Aihrde TYPE: Extraplanar-Qual
still, hidden in the great wilds and forgotten places of the world. TREASURE: 8
XP: 1080+7
MONSTERS & TREASURES OF AIHRDE 33
MONSTERS D
The aghul are large man-like creatures, possessed of long skeleton. If untreated, the rot spreads beyond the wound, and
arms and short legs. They are entirely hairless but for their the victim begins to take 1d10 points damage each day until
monstrous heads. Their bodies are thickly muscled, if at times they die. Unless buried in holy or consecrated ground, the bones
disproportionately so. They wear little in the way of clothing, as reanimate as a zombie or skeleton in 1d8 days.
they are totally immune to any form of temperature, hot or cold.
They have massive, broad foreheads, a long trunk-like nose, two REGENERATION: The aghul can regenerate 1 hit point per round
huge tusks that rise from their toothy maw. Their fur-covered so long as he is in a cold environment.
heads are dirty and matted. Their tusks are long, ivory, and often
SPELL-LIKE ABILITIES: air/water walk (twice a day), animate dead
carved or covered in jewels and bands of iron, silver, gold, or
(once per day), control wind (once per day), detect thoughts (upon
platinum. They are very fond of jade and cap theirs tusks in this
command), glyph of warding (3 times a day), magic circle (once per
precious metal. When disguised, they cast themselves as dwarves,
day), speak with dead (upon command), spiritual weapon (once a
decked in jade armor and beards of ivory, combed immaculately
day). They cast as a 10th-level caster.
and curled, the curls held with oils and perfumes.
IN AIHRDE
The aghul are a type of devil, extremely evil and filled with
a burning hate for all things. Their own hideous forms lead The aghul are rare in Aihrde anymore. Originally created by the
them into solitary lives, though they do, from time to time, All Father in the depths of the Void, these creatures thrived in
gather in a concourse for what purpose, few can surmise. Their that Great Empty. When Unklar called for aid in the War against
solitude is usually spent in failed attempts at creation, for it is the Gods, they flocked to his banner. The Aghul rose to power
their desire to lord over lesser creatures, and they are forever in the Horned God’s world and lorded over armies of ogres, orcs,
steeping themselves in arcane magic and various sciences. These and men. Their intelligence led them into many posts of great
creatures are very intelligent, possessed of a natural ability to repute, building castles, bridges, and weaponry. Their knowledge
judge the value and reason of things. They possess some minor of the various sciences played well with Unklar, and he used
empathetic abilities, as well. them as servants throughout his experimentations.

COMBAT: The aghul are reluctant to fight, and only do so The aghul were feared by almost all of the creatures that served
if threatened, cornered, or made extremely wrathful. and fought the Horned God. They are wicked, cruel creatures
Generally, they attempt to cajole their slaves or servants who thrive on the sufferings of others. Few entered their domains
into battle for them. When they are forced into battle, and returned as they entered, for they were tortured by whatever
they do use spells to disconcert their opponents, and diabolical machinations only they could tell.
then close using their weapon of choice, the knoglen.
When the Horned God fell, the aghul were scattered, many
KNOGLEN BLADE: This weapon is a polearm, fashioned consumed in the wars that followed. But some fled to various
from the living bones of the aghul’s victims. Ranging strongholds, towers, and holes in the ground to live on until
about 8 feet long, it serves as a +3 weapon in both to hit the day their master retuned to Aihrde.
and damage. The blade(s) are razor-sharp, self-replicating
bones. When the blade strikes a successful hit with a 19 CULL, DEVIL (CULL STODTI’NE, FLAWLESS CIRCLES)
or 20 (without bonus), flakes of the bone break off into NO. APPEARING: 1
the wound. These flakes are living bone and begin to SIZE: Large
meld with the victim. In the round HD: 15(d8)
following a successful hit, the MOVE: 40 ft., 80 ft. (fly), 40 ft. (climb)
victim feels an intense pain. AC: 28
The pain lasts for 4 melee ATTACKS: By Weapon
rounds, at which SPECIAL: Deepvision, Duskvision, Ice Storm, Immunity to
point, the arm Elements, Mirror Image, Phantasmal Mirror, Regeneration 2,
becomes numb SR 14, Telekinesis, Trap the Soul, Twilight Vision, +2 or better
and useless. If weapon to hit, Whip
not treated, the SAVES: M, P
wound begins to rot, INT: High
and the surrounding ALIGNMENT: Lawful Evil
flesh begins to fall TYPE: Extraplanar-Eathruk
off in 1d4 days. TREASURE: Nil
There is no saving XP: 13,600+15
throw. Treatment can be
with cure disease, remove curse, Long ago, the cull shaped and molded their forms to mimic those
remove disease, heal, restoration, of the dryads and other sylphs of the forest. To all appearances, they
or a cleric can attempt to look like human women. They are tall and thin, their skin is pale
turn the bones. They turn as a and in the light, translucent. Their hair hangs down in long curls

34 CASTLES & CRUSADES


D MONSTERS
upon their shoulders. The hair itself is of a pinkish hue, though damage from the thunder of its snap. Furthermore, she can crack
beneath that color it is white. Long lashes shroud their wide, the whip and cause an ice storm as if cast by a 15th-level wizard.
unblinking eyes. Their form is flawless, their hair never moves, The “ice” particles are actually tiny shards of glass and stones
and they do not bruise or show wounds until death takes them. drawn from the ring that continually circles her.
Wings hang over them, riding upon their backs, barely discernible
to the naked eye; but when viewed, appear with feathers, long MIRROR IMAGE: Cull canproject images of themselves as the spell
and graceful. Their arms are overly long, with fingers to match mirror image. There are always 4 other images and, to a limited
and nails like claws. Their spines are clearly visible, pushing at the degree, they can act independently; the cull images can use any
taut skin upon their backs. They are beautiful to behold, though non–physical ability until they are struck. She can take this action
terrible to see. A slight haze circles the cull at all times; it appears once per day, and casts as a 15th-level spell caster.
as a thin mist, only a few inches wide. It moves extremely quickly,
PHANTASMAL MIRROR: Cull use this ability when they are
circling her, between her legs and up around the back of her head.
surrounded. By drawing upon the ring of diamonds, they raise
It consists of millions of tiny shards of diamonds.
magical mirrors all about them so that anyone looking upon
The “devil in the circle,” as the magi call the the cull is subject to the sorcery. Looking into
cull, is wickedly intelligent but filled with the mirror, the victim sees some creature
a tremendous envy of all things beautiful. from their nightmares leaping upon
Their lairs, almost always built of white them. Victims must make a successful
stone, evenly cut, lie in circular rooms. intelligence save or are stunned,
Corridors are in circles, as well, and there locked in a singular battle with
are no corners in the world of the cull. Few this creature. They cannot
furnishings adorn their abodes, for the cull see beyond the mirror,
cannot lie down, nor sit. Because the cull believing they are cast
like looking at themselves, they always have into the mirror, forced to
mirrors in their halls, however; these mirrors battle the creature alone.
hang upon the walls, rest upon the floor, or If they die, while locked in
cling to the ceiling. The mirrors serve the battle with their nightmares,
cull as doorways, leading to other portions they die and their souls pass
of their lair, or often to other palaces in the into the Wretched Plains. If
Wretched Plains or beyond them into the they slay the creature, they are
outer planes. free of the phantasmal mirror. In
order to use this ability, cull must
Cull cherish jewels, but favor diamonds, use their telekinetic ability for one
pearls, and white opals. round; after that time, they can use
their other abilities.
When the cull ride to war, they
gather their cohorts around TELEKINESIS: Telekinetic creatures, the cull
them in great circles; they can lift up to 500 lbs of material or multiple
carry huge mirrors at the fore, objects, and direct them at targets. In all other
and these are their banners. respects, this telekinesis acts as the spell of the
The mirrors are magical and same name. They cast as a 15th-level caster.
cast doubt and consternation before them.
The cull favor whips of chain and adorn their TRAP THE SOUL: Every cull possesses one mirror
bodies in white armor emblazoned with circles that serves as a repository for her victories. It
of varying size. acts as a mirror of life trapping. Cull never carry
these openly unless they go to war; otherwise,
COMBAT: The cull carry nine-ring broadswords in battle but favor the mirror resides in the cull’s lair. When carried to war, she
their whips of chains and mirrors of life trapping The whips are +3 entrusts the mirror to a cohort of Kain’s Henchman, who carries
weapons and cut flesh with the many barbs that line their length. them on large iron rods, secured with adamantine metals.
They extend up to 20 feet from the devil and she can slash her prey
from that distance. Their nine-ring broadswords are +2 swords of IN AIHRDE
sharpness. Cull always project themselves in battle through their One of the All Father’s earliest creations, the cull came to the
mirrors, casting mirror image first, and then trying to draw their Void when even the All Father was young. He took moments of
victims’ attention to the mirrors they carry. time and cast them in a hard shell and, whirling them in multiple
circles, he hurled them into the Great Empty. They were aware
WHIP: The cull use a tremendously long whip in battle. It strikes and lusted immediately for more; he looked upon them and saw
opponents for 1d8 points of damage. But any creature struck by the flaw of their mind and cast them off to continue his creation.
the whip must save versus strength or suffer 2d8 points of extra They lingered in his wake like dust for untold eons. But when the
MONSTERS & TREASURES OF AIHRDE 35
MONSTERS D
maelstrom split, torn by the thrashing of the dragon Inzae, they
left his wake and entered her chaos, traveling through it into the
realms beyond the All Father’s knowing. There they settled in
the blasted wastes of what later became the Shadow Realms.

They built palaces throughout the planes, always on tall hills, and
always circular; they made them of stone or silks and blanketed all
in a thin covering of ice-like jewels. The palaces of the cull stood
as beacons of vanity in that blighted landscape, drawing the dead
to the fields of diamonds always surrounding them. There they fell
into dust, cut a thousand times over in their suffering until they
ceased to exist. But these palaces stood as fast fortresses against the
tyranny of tvungenos and bastions of evil vanity.

During the Winter Dark, many of the cull rose to the world and
served the Dark Lord, and he loved them, using them sparingly.
When he fell, many returned to the Shadow Realms to find their
homes besieged or spoiled by the madness of the demons. Some
cull remained in Aihrde, however, hidden from the foolish but
obvious to the wise, for their houses of circles.

KAIN’S HENCHMAN, DEVIL (KAIN’S MEN)


NO. APPEARING: 1-12
SIZE: Medium
HD: 9(d8)
MOVE: 40 ft. Though dull-witted, they can speak any language, good, or evil,
AC: 26 lawful, or chaotic.
ATTACKS: 2 Claws (1d4), Bilun (2d6+2)
SPECIAL: Deepvision, Immunity to Elements, Shape Change, COMBAT: Kain’s Henchmen possess a tremendous reluctance to
SR 12,Twilight Vision assume another form, instinctively seeing that as a weakness. In
SAVES: M battle, they always assume their natural shape, discarding any
INT: Average subterfuge they may have adopted. They prefer the damage
ALIGNMENT: Lawful Evil inflicted by their polearms to any other.
TYPE: Extraplanar-Qual BILUN (POLEARM): These long iron polearms are fashioned in the
TREASURE: 5 forges of the greater devils deep in the Wretched Plains. They are
XP: 1800+9 seven feet long from butt to point and are capped by a tri-bladed
Kain’s henchmen stand roughly 5 feet at the shoulder. They are spear lined with notches, spikes, and twisted metal edges. The
muscular bipedal creatures with the lower torso of a goat and the shaft is black as pitch, casting a reflection in its depths; its blade
upper torso of a man. Their faces are twisted with evil and crowned is a sickly yellow color, like tarnished gold. It acts as a +2 weapon,
by a set of coiled horns. Their goat legs are covered in thick fur, dealing 2d6 points of damage. A successful strike by the bilun
black or brown with a hint of red in it. Their bodies reflect the blade causes the victim to weaken. Anyone so struck who fails a
color of burnt ash, grayish black, charred or dark stained red. They constitution save, suffers a plague of doubts about who they are
have no pupils, but see from hollow pools of darkness. They wield and what they are doing, and has an accompanying weakness;
all manner of weaponry, but prefer polearms with multiple points all ability checks, to-hit rolls, inflicted damage, and saves are
and edges. When shape changing, they prefer to take the shape of reduced by -2. The effects last for 4 rounds unless an atonement
a human dressed nicely in a courtiers garb. spell is cast upon the victim. This effect is not a poison, nor is it
technically a disease, but rather a magical ability possessed by
Kains’s henchmen are rather uninspired creatures found throughout the blade that plays upon any misdeeds the victim may have
the Wretched Plains. Their slight imagination drives them into perpetuated or even contemplated; therefore, neutralize poison
the service of greater devils, where they serve as soldiers, guards, or immunity to poison or disease does not cure/reverse the effects.
standard bearers, and the like. There they serve with distinction, Note: Any Castle Keeper who deems that a character or NPC to
as their thirst for order drives them to obedience. Anything that be pure and good can assume that character is immune to the
is not ruled or governed from above they see as weak; creatures effects of the blade.
that act irrationally are seen as weak. When commanded to do
something by their masters, they do not question it, and carry out SPELL-LIKE ABILITIES: They have the following spell-like abilities:
the command regardless of the outcome. detect chaos/good (perm); fire storm (2/day); glyph of warding (2/
day); hold person (3/day). They cast as a 12th-level caster.

36 CASTLES & CRUSADES


D MONSTERS

MONSTERS & TREASURES OF AIHRDE 37


MONSTERS D
IN AIHRDE door that guards their Great Hall where they reside and gather
These creatures earned their name in the latter days of the their treasure. The whole edifice is placed upon a pillar of fire
Winter Dark Wars. Unklar, despairing of victory, called upon that usually rises 50 to 60 feet above the plain.
Kain the Godless to reap mayhem in the ranks of his enemies.
Kain, a Lord of Chaos, took up the task. In his arrogance, he The maukling have neither throat, nor tongue, or any teeth in
bound a cohort of these devils to him, and they served as his their mouth; therefore, they cannot speak. They communicate
standard bearers and guards. They served him loyally, though telepathically. If they do open their mouths, they belch forth a
what sorcery the Chaos Lord used to bind these creatures of pure stinking cloud. They always ride at the forefront of the legions of the
Wretched Plains, for few can harm them, particularly demons, as the
law and evil to his will, none ever discovered. But these creatures
maukling are made of iron, and the hosts of those people must flee
were known as Kain’s Henchmen from that time forward.
from them or die upon contact. All devils of the lesser tiers obey the
They are not uncommon in Aihrde, as many remained after the maukling; only the cull avoid him and do not listen to his call.
fall of Aufstrag. They took up service with wizards, knights, and
COMBAT: The maukling are fierce in battle and jealous of the glory
others who seek their power and service. The wise believe that
war brings. They attack as a 32 HD monster. They do not permit any
King Louis II of Maine took such servants into his household.
to attack before them or to surpass them on the battle field. They do
It is told that he discovered the treasure of the Orc General prefer to fight face to face, looking upon spellcraft as a resource for
Aziz, and in that treasure were several of Kain’s Henchmen. the weak. They are invulnerable to any physical attacks by demons.
Louis II died of a long and slow illness which none could cure, They wield a flaming long sword in battle and can summon a shield of
and this was held as a curse of the house brought upon it by the fire at will. As with most of their kind, they can cast spells and attack
Henchman. His son Louis III is bent upon the same path, or so with their weapons simultaneously.
the tales relate.
BURN: The touch of the maukling is burning and immolating.
MAUKLING, DEVIL (LORD OF THE WRETCHED) Every slam attack inflicts additional fire damage equal to half of
NO. APPEARING: 1 the normal slam damage. And non–magical combustible material
SIZE: Large contacted by the maukling immediately ignites.
HD: 196 (hp)
FEAR: The maukling project a permanent fear spell as if cast by a
MOVE: 50 ft., 80 ft. (fly)
15th-level caster.
AC: 32
ATTACKS: 2 Slams (1d10), Rotlen Blade (1d12+4+1d6 fire) INSANITY: The maukling projects himself in such a way as to
SPECIAL: Burn, Deepvision, Duskvision, Fear, Insanity, Spell- appear beautiful to any who look upon him. Those who see him
Like Abilities, SR 15, Twilight Vision must make a successful intelligence (CL 10) save or go insane as
SAVES: P, M per the insanity spell.
INT: Supra- Genius
ALIGNMENT: Lawful Evil SPELL–LIKE ABILITIES: The maukling are able to cast the following
TYPE: Extraplanar-Eahruk spells: earthquake (1/day), fire shield (upon command) maze (1/day),
TREASURE: 18x3 meteor swarm (1/day), stinking cloud (5/day), summon greater fire
XP: 31,850+32 elemental (3/day), wall of force (1/day). They cast as a 15th-level caster.

The maukling stand tall, averaging 8 feet in height are perfectly ROTLEN BLADE: The iron rotlen blade is a +4 flaming sword. They
formed human males, strong, and muscular. Their muscles ripple name their blades, and must call that name to summon the elemental
like corded iron, and no flaw or hint of decay hangs about them. bound in the iron. The sword deals 1d12 points of damage. Upon
They are eternally youthful and possess such beauty of form that a successful natural 20 the victim, after suffering the appropriate
to look upon them is to despair. Their skin is reddish in hue, but damage, must make a successful charisma save or be banished to
underneath is dark, almost gray, for their skin itself is made of the Wretched Plains and into the dungeons of the maukling. There
iron. Their faces do not reflect their bodies, for they are bland and they awaken bound in chains of fire. The banished possess all those
almost shapeless. The bones of their skull push against the skin of things they had when struck by the blade and must escape on their
the face, and their eyes are deep and shadowed by the thick bone own account or await the mercy of the maukling, a faculty the devil
of the brow. Upon their head are coiled two ram’s horns; in the does not possess. A creature upon the Wretched Plains hit by the
dim light they appear more like hair than horns. When they take rotlen blade finds themselves bound in the maukling’s castle.
the form of another, they do not shape their bodies but only face,
casting it in the mold of a beautiful human male. IN AIHRDE
The maukling came to be in the latter days of the All Father’s
Maukling build massive complexes of iron and stone. The design crafting, before the coming of Inzae the dragon. Beings of fire,
of these fortresses follows very linear lines, but they are obsessed they hurled upon the Great Empty, lighting the darkness; they
with building upward, so the greater the maukling, the taller the raged there, tearing at the fabric of the Void. The hopeless
complex. There is always order in the buildings, and they place pursuit bemused the All Father but he saw the fault in them
nothing randomly or that does not have balance set against it. and cast them aside. The maukling plundered the depths, then
They allow only one entrance and no doors, save the chamber haunted the far reaches of nothing. At last, the dragon Inzae
38 CASTLES & CRUSADES
D MONSTERS
came to the Great Empty and tore it open, and upon her back the These black hounds of hell dwell throughout the Wretched Plains and
All Father created Aihrde. The maukling came to Aihrde, and attack any hapless soul that passes near, whether dead or not. They
there fought the first of the many long wars of that world. They are consumed with a never-ending hunger and must eat constantly.
assailed Corthain in his youth, and the god bested them, casting The mongrel consumes that which it kills. It consumes flesh as well
them back into the Empty. as equipment, armor, and weapons; it devours everything. Normal
equipment dissolves into nothing, but magical equipment rests in the
They sulked upon the edge of forever, did the maukling, looking creature’s belly until the end of time, or until extracted.
for egress until at last the All Father succumbed to the spells of
Ondluche the Goblin Sorcerer and the multiverse sprang into They serve all manner of devils in and out of the Wretched Plains,
being. They hunted throughout the planes, hungry for a realm being used as guardians, hunters, or in massive packs to hound and
of their own. At last, their wanderings brought them to the molest the enemies of the Lords of Hell. Their howling and baying
Wretched Plains, where they established their hold. are always heard before a great host of devils march to war.
In time, Unklar called and they followed his banner, only now COMBAT: The mongrels attack in packs, working in flawless cohesion
they took a form, shaping their flame to resemble the Horned with the other pack members. They always attempt to trip a victim
God in body; but they failed in this, and ever the memory of even as they bite him. As soon as a victim is brought down, the whole
Corthain burned upon their collective memory and came to pack attacks him. Mongrels generally attack the same victim until he
their minds. So when they took shape, they more resembled the is dead. Then they turn on the next victim.
Justice Maker as opposed to the Horned God. They have loved
and hated their forms ever since. BAYING: The mongrel can howl a mournful which casts listeners
into doubt about their purpose. All actions after hearing the
Upon the fall of Unklar, they returned to the Shadow Realms to
howl suffer a -1 penalty, to include initiative, attribute checks,
wage another war, only this time against the tvungenos who laid
and damage. A successful wisdom save negates the effects of the
claim to all they once possessed.
baying. The effects last 1d8 rounds.
MONGREL, DEVIL (DESPAIRING HOUNDS)
HEAT METAL: The mongrel can heat metal as the spell 3/day. He
NO. APPEARING: 1-8 casts as a 10th-level caster
SIZE: Large
HD: 5(d8) POISON: The mongrel’s bite is poisonous. Any successful bite
MOVE: 80 ft. delivers a poison dealing 1d8 points of damage plus a -2 on primary
AC: 15 attribute checks for 1d4 days. A successful wisdom save reduces
ATTACKS: Bite (2d4) the damage to 1d4 and the attribute penalty to -1 for 1 day.
SPECIAL: Baying, Heat Metal, Poison, Scent, Twilight Vision
SAVES: P IN AIHRDE
INT: Low The hounds of hell took their shape upon the death of the All
ALIGNMENT: Lawful Evil Father. When his mind splintered, they issued forth into the
TYPE: Extraplanar-Lutz Shadow Realms, wreaking havoc upon the denizens there. Their
TREASURE: 4 constant baying drew the attention of the tvungen lords who
XP: 320+5 gathered them in packs and kenneled them in their halls. They
are used on the hunt, where their baying
The mongrel are dog-like devils, mutts of varying breeds. weakens their prey and causes them to
Their pocked, scarred skin reeks of burnt hair. lose hope.
Their lips curl over their naked gums, wrapped
around massive fangs; thick, yellowish Unklar detested these creatures, as
bile constantly dribbles from the their baying drove him mad, holding
beasts’ jaws. They have a long tail, the echoes of his creator in their voices.
barrel chest, and huge paws. Their Though he used them, they were not
eyes, like the eyes of all their kindred permitted near him nor ever to enter
,are hollow pools of nothing. When his Upper Halls.
they desire to be hidden, they take
on the guise of a stout German shepard, The stomach of a mongrel can be cut
doberman, pit bull, bull mastiff, or out and cleaned, and if a permanency
similar guard dog. Despite their outward spell is cast upon it within 24 hours,
appearence, the mongrel always carries a it serves as a bag of holding.
foul stench not unlke putrid vomit
about it.

MONSTERS & TREASURES OF AIHRDE 39


MONSTERS D

40 CASTLES & CRUSADES


D MONSTERS
NAROZIN, DEVIL (THE MOTHER) VORGALOS BLADE: The narozin prefer to wield a polearm in battle,
NO. APPEARING: 1 having a particular predilection for the gisarme and its multiple
SIZE: Medium points and edges. These +3 weapons deal 1d10 points of damage
HD: 180 (hp) and act as life stealer blade. Victims struck by the blade suffer the
MOVE: 40 ft., 60 ft. (fly) appropriate damage; that damage transfers to the narozin in the
AC: 26 guise of hit points. It heals her. This damage cannot be healed
ATTACKS: 2 Claws (1d12), Vorgalos Blade (1d10+3+life by normal healing spells, but requires a heal spell. The vorgalos
stealing) blade devours any creature that falls to it, passing the soul to the
SPECIAL: Deepvision, Duskvision, Pool of Flame, Spell-Like narozin. It eventually returns as a sauld devil. If the blade is ever
Abilities, SR 14, Twilight Vision, Vorgalos Blade captured it acts as a nine lives stealer.
SAVES: P, M
POOL OF FLAME: The narozin possess no blood, but when
INT: High
wounded, a liquid flame pours from the wound. The flame
ALIGNMENT: Lawful Evil
gathers at their feet in a pool of burning water. Any who touch it
TYPE: Extraplanar-Eahruk
must make a successful constitution save or suffer 4d6 points of
TREASURE: 18x2
damage. They save for half. The narozin cannot cast any magical
XP: 25,250+28
spells unless she is standing in this pool of flame. The pool follows
Narozin appear as normal women, shorter than average, with her wherever she goes unless some violence removes she from it,
red hair. Their skin is white, pale, with a tint of red beneath it. i.e. some force hurls she out of the pool or transports she away, in
They are uncommonly beautiful, but as with all their kind, the normal combat, and the burning fluid follows her.
beauty is stagnant, possessing no depth beyond the skin. Narozin
SPELL–LIKE ABILITIES: The narozin can cast the following spells:
are disjointed, lacking any bones at all, and they can move any
fire storm (3/day), storm of vengeance (1/day), temporal stasis
limb in any direction. They do not age, their skin does not move,
(1day), transmute wood or flesh to iron (2/day), wall of iron (2/day).
and no emotion passes across their visage. Their eyes, green and
They cast as a 15th-level caster.
black with no white, reflect only hate and disdain; all things seem
petty to the narozin and their demeanor shows this. They dress IN AIHRDE
in red-clothing, silks, and even their armor. When they change
form, their hair always remains red, no matter the creature’s taken In the deeps of time, before the order of things, many spirits flocked
shape; it is their curse and joy. to Aihrde; they possessed no form, nor any idea of it. Imperfect
things, they followed only the light, as a fly to the fire. In time they
The narozin build their lairs beneath the ground, having no took shape, each suited to its own desires. The narozin wandered the
love for the chaos of the world. They dig deep into the crust dark paths without shape until they at last discovered Mordius in
and line their halls with iron; sheets of it cover the floors, the her grove. The trees there grew by the light of the fire of creation, for
wall, and ceilings. Pillars adorn their great halls and these, too, in those days, there was neither sun nor moon. The narozin watched
are iron, fashioned in singular posts without decoration or Mordius and marveled at her beauty, unmarred in her youth. They
design. They are overly fond of mazes and build them to protect saw her raiment; cast in the shadows of the mountain’s fire, and as
their lairs from intruders. red, it flowed from her in undulating waves. Her face seemed fixed
in the light as well, with dark rings upon her eyes. They envied her
The narozin are some of the most powerful of their kind, ruling beauty, and set up casting forms for themselves; they took her shape
vast areas of the Wretched Plains. Their halls are indestructible, and covered in rings of fire. Their faces took on a red hue, but the
and offer refuge from the hated tvungenos, for those creatures skin beneath their wide eyes was black.
cannot touch iron willingly. When the narozin go to war, they
ride nightmares, and wherever they go, pools of fire follow. At that moment, Ea-Vette rose in the heavens, revealing the wide
They enjoy casting themselves in the role of a wounded woman, world to the waking day, as well as the true beauty of Mordius,
seeking aid, or as a slave; whatever they can do to gain a position dressed in her gowns of green with a face lit with pure joy. The
of trust, so they can betray and kill. narozin fell back into dismay, for they saw their own form as
flawed, a beauty with no design or purpose and cast in colors
They hate druids, fey, trees, and all things to do with the forest untrue to the growing world. They fled, terrified to look upon
world more than anything else. her; they took up abodes in far off places and wept their hatred.
COMBAT: They attack as a 28 HD monster. The narozin follow When the world split, the narozin felt drawn to the Wretched Plains,
a strict logical path, and as soon as they determine that battle and there they found a home in the halls of the dead. They lorded
is inevitable, they attack, casting fire storm to scatter their foes; over the other occupants, binding many to them, but most, especially
they follow this by cutting their own flesh for up to 1d10 points those dead whose lives knew no goodness. These narozin wrapped
of damage to bleed the fire for their pool of flame. They relish themselves in flesh that burned as the fire of the first mountains and
wading into the battle with their vorgalos blade. They can made them suffer like no others. This mockery of birth became the
conduct multiple actions during the same round and can cast hallmark of the narozin, and they peopled the Shadow Realms, that
one spell while swinging their blade or using their claws. place men call the Wretched Plains, with the sauld devils.
MONSTERS & TREASURES OF AIHRDE 41
MONSTERS D
SAULD, DEVIL (BONE DEVIL) consumed and sent back to the plains, where their skin crawls with
NO. APPEARING: 1-100 torment, encasing the soul in a cage of never-ending agony. They are
SIZE: Medium the sauld, and their ranks are limitless.
HD: 3(d8)
SEERE, DEVIL (PAINTED DEVIL)
MOVE: 80 ft., 40 ft. (climb)
AC: 12 NO. APPEARING: 1-2
ATTACKS: 2 Claws (1d4), 1 SIZE: Large
Bite (1d4), Tail (1d6) HD: 13(d8)
SPECIAL: Darkvision 60 ft., MOVE: 40 ft., 80 ft. (fly)
Deepvision, Twilight Vision AC: 24
SAVES: M ATTACKS: Bite (1d12), Essunk Spear (1d10+3)
INT: Animal SPECIAL: Darkvision, Deepvision, Essunk Spear, Spell-Like
ALIGNMENT: Lawful Evil Abilities, SR 11, Swallow, True Seeing, Twilight Vision
TYPE: Extraplanar-Lutz SAVES: P
TREASURE: 2 INT: Genius
XP: 80+3 ALIGNMENT: Lawful Evil
TYPE: Extraplanar-Qual
With grotesquely long arms and legs to match, the sauld can TREASURE: 14
crawl on four legs, climb almost any surface, or spring upright XP: 6900+13
and run as fleet as any gazelle. Their skin ranges from a lackluster
orange to a deep red, and stretches over their thin, boney frames. Seere devils, or painted devils, are tall, thin, lecherous-looking
Hairless, without eyes or ears, they possess only a gaping, tooth- creatures with emaciated bodies covered by dried, flaking flesh.
filled maw and two slits in their face for a nose. Their spines They walk on hobbled feet, shaped more like a giant marsupial’s
are long, rising from the flesh of their back in rings that can be than a man’s. Long, drawn faces end in a dislocated jaw that hangs
grasped by the bold; but more than that, the spine extends far several feet down the creature’s chest. The open jaw contains an
beyond the body in a long boney tail. The sauld stink of sulfur impenetrable darkness. The seere devils have no eyes, only sockets
and are forever leaving a thin cloud of ash behind them. that are both wide and deep. They have no ears, nor a nose; all
their senses are bound in the flesh of their jaw so that they “hear”
These are the rank and file of the legions of the Wretched Plains. the world around them. The etchings of multiple tattoos cover
Completely unable to project themselves beyond the moment, they their skin; these they have carved upon themselves. Their favored
obey the commands of their masters without thought, heedless of form, however, is of a beautiful man, short and muscular, with long
the outcome. They delight in the suffering of others and spend hair that hangs low upon his chest; but their deceptions possess a flaw,
their time tormenting the lost souls that wander the plains. for their disjointed jaws defy the
illusion, and they must be wired
The sauld, when not employed as soldiers, guardians, together, so that the painted devil
servants, etc., wander the Shadow must always appear as a human with a brass
Realms in great packs, hunting for casing bound to his chin and cheeks.
things to torment.
Called by many names, the seere serve as
COMBAT: The sauld begin an attack with a loping, guides in the Wretched Plains, but their
four–legged run, springing upon their enemy when they etchings give them the sobriquet of the
close within 12 feet. They attack with a combination “painted” devils. Though the etchings seem
of claws, bite, and tail. They can attack four times a disorganized, they are carefully placed and
round. They are heedless of pain or wounds, and if led vital for the painted devil’s ability to change
by another devil of greater power, their morale never shape. They reflect the skin they assume upon
fails. changing form; damage to them negates the
JUMP: The sauld can jump up to 20 feet, landing creature’s ability to appear as
on their intended target. anything other than what it is, a
horrid monstrosity. The painted
SHAPE CHANGE: The sauld cannot shape change, as are devils dwell in long columned
other devils. buildings, the order of which is linear and
rarely deviates from one cardinal direction. There are
IN AIHRDE never turns in the creatures’ home. The heart of their lair is
The sauld are spawns of the Wretched Plains. There, the dead souls always an open room, tiled in immaculate rectangular tiles,
of those lacking any redeemable character wander in a constant almost always a sea green. The tiles lead to a large bath of
state of torment, hunted by their occupants of the plains. Those steaming water where the creatures sleep.
unlucky enough to be captured in the snares of the lillith devils are

42 CASTLES & CRUSADES


D MONSTERS
The seere ride to war on the wind of undead crows; wherever they
go, massive flocks of the birds follow them. They carry their essunk
spear in hand, preferring to battle from on high, lancing their
victims from above. They are able organizers and often command
troops of the lesser devils, Kain’s Henchman, and the like.

COMBAT: The seere fight from above, never touching the ground
unless forced or until victory is at hand. They lance their victims
with their spears, leaving the stains of the dark soul in them.
They breathe insects upon their prey before descending to devour
them. Their massive jaws engulf any fallen foe, swallowing them,
drawing them into the inky blackness of oblivion.

ESSUNK SPEAR: The spear of the seere acts as a +3 weapon that


strikes for 1d10 points of damage. Fashioned from the souls of
the damned, a shroud of dark shadow hangs over the spear.
These snaking tendrils coil and wrap around the haft and the
seere himself. They seem to have a life of their own; but in fact,
their master guides them in their every move, and unleashing
them only when he enters battle. Whenever the seere strikes
the ground with the essunk spear, he summons 1d4 wights.
He is very reluctant to do this, for it frees the summoned souls
from the spear. He replaces them by thrusting the spear into his
own mouth, drawing the wights from his gullet into the spear,
something else he is reluctant to do. The spear always has 1d20
charges; each wright summoned expends one charge.
from long observation, proved a valuable conduit for
The spear also causes disease; any creature struck with the spear the lords of Aufstrag, and they used the seere as guides through
must make a successful constitution save or become blind. A the cosmos and in the governance of all things. All dreaded the
second strike and failed saving throw causes deafness. seere, for they lorded over both friend and foe.
SWALLOW: Whenever a seere feels that it has defeated an enemy, Upon the fall of the Horned God, the enemies of the seere, and
but before the enemy dies, it attempts to swallow the victim they were many, returned their arrogance in full measure. Driven
with its massive open maw. Any creature struck by the bite from the halls, they fled into the wilderness or to the Wretched
attack must make a successful wisdom save; if they fail, they are Plains, where they joined the detracted legions of devils who vied
swallowed by the seere devil. If swallowed, they take no damage, with power over the realm with tvungenos.
but suffer the effects of a trap the soul spell, with the devil acting
as the gem. Until something or someone destroys the seere devil, VONLATOT, DEVIL (KNIGHT OF THE DEAD)
the unfortunate victim remains in the belly of the beast. NO. APPEARING: 1
SPELL–LIKE ABILITIES: Confusion (3/day), darkness (3/day), insect SIZE: Medium
plague (1/day), symbol (1/day), summon undead (3/day), true seeing HD: 19(d8)
(permanent), vision (6/day). They cast as a 12th-level caster. MOVE: 20 ft., 60 ft. (fly)
AC: 28
IN AIHRDE ATTACKS: Slam (1d10), Ball 2 Chain (1d12+3)
SPECIAL: Deepvision, Duskvision, Mount, Spell-Like Abilities,
The painted devils followed the course of the cull in coming to the
SR 12, Twilight Vision
world of Aihrde. Fashioned in the deeps of the Void, they drifted
SAVES: P, M
in clouds of their own stench for eons until the world took shape.
INT: Genius
They came to it even before the sun and moon were set upon their
ALIGNMENT: Lawful Evil
courses, and they lived in the darkness for time without count,
TYPE: Extraplanar (Eahruk)
and as they watched the world unfold, their envy grew. It knew no
TREASURE: 20
bounds as they played witness to the beauty around them. Their
XP: 12,400+19
hatred of beauty germinated within them until it consumed them.
They remained faceless, though, fearful of the power of the world The vonlatot are tall, elfin creatures, whose skin is fair and soft.
around them-that is, until the coming of the Horned One. They seem almost frail, with a high rib cage and shallow stomachs;
their face is expressionless, devoid of any taint of age or texture
Upon his arrival, the seere rose and entered the annals of
that would remark upon facial movements. They are bland in
the world as nightmares. Their immense knowledge, gained
their perfection. Underneath their vanity stands a skeletal frame
MONSTERS & TREASURES OF AIHRDE 43
MONSTERS D
of stone, bound by muscle that is beyond tissue, hard as the roots all to-hit rolls and attribute checks; this does not affect saving
of a tree. They have no blood, nor do they produce any bodily throws or natural abilities.
fluids. But their most unusual feature is the ragged hole that
rests in their gut. The hole is like torn fabric; the simple can see SPELL-LIKE ABILITIES: The vonlatot are powerful mentalists, they can
through the creature, but the wise can see into the outer planes, cast one spell each round even while wielding their weapons. They
for this wound is a gate. Behind them lies a shroud of ash, barely have the following spell–like abilities: delayed blast fireball (1/day),
discernable unless the beast takes to flight; when airborne, the flame strike (3/day), heat metal (5/day), produce flame (3/day), telekinesis
wings (the shrould of ash) take a more solid shape and appear as (3/day), wall of fire (1/day). They cast asa 12th-level spell casters.
massive vulture wings.
IN AIHRDE
The vonlatot are static creatures that have not changed, nor can they The vonlatot are ancient, cast in their shape in the deep Void,
change, since time began. They ride giant vultures in battle and favor they came to Aihrde long ago and soon became embroiled in
breastplates for armor, but the armor never covers the midsection the wars of the darkling days, when first Corthain took up arms
where the hole resides. When they cast themselves in a favorable against his brother Thorax. The vonlatot served Corthain for a
form, it is always as a knight riding a horse. Both knight and steed short while, but the Justice Maker found them lacking; they did
wear silver or gold raiment and shine with a radiant beauty. not care if they caused suffering and possessed a streak of cruelty
Corthain could not abide. When he turned his gaze upon the
The vonlatot dwell in huge, sprawling castles throughout the vontalot, he saw them as knights upon wonderful steeds, even
Wretched Plains. Their castles are of black stone, built in an orderly as he himself looked, but he saw through their disguise and
fashion. Their halls are clean and free of adornments. Their rooms saw what they were and he knew them as flaws of creation. He
are sparse, and their treasure is always gathered in their main lair. drove them from his host and threatened them with death and
The vonlatot are powerful creatures and who can secret banishment should they mingle in his affairs again. They fled
themselves deep in the earth. They have no concept of time and from him, taken in fear.
are not averse to hiding themselves for whole ages if they think They lay in the deep places of the earth for a great while until
the time is not ripe for their rise. Unklar’s summons, and they rose to serve him. They proved
They lust for power and control, having gained a taste in other powerful minions to the Horned God, and he used them often
times. They command legions of devils, undead, and other in his struggles throughout Aihrde. They rose in power and ruled
unsavory creatures. They favor the orc above all things, for in towers and lands of their own. But in the end, Unklar was thrown
their company, the vonlatot are indeed beauty personified. down and his allies with him. The vonlatot fled the Holy Sword
Durendale, for it called to their minds the power of Corthain.
COMBAT: Knights of the dead attack from the back of their vultures,
swooping down upon prey from above. They cannot use a lance, but They have since returned to their lairs deep in the earth or to the
instead wield a massive ball and chain (seen as a morning star when Wretched Plains, hoping to win back their lost power. There, they
disguised). They use the ball to smash their victims, but the chain is have gained a voice in the councils of the foul lords who rule for
used to trip or disarm their victims. They have an impressive array of the vonlatot, the Knights of the Dead, are powerful when roused.
powers, as well, they are more than able to use. They are not careless DOG, WAR
of their mount, and if it is threatened with death, they leap from its
back to face their enemy upon the ground. NO. APPEARING: 1-10
SIZE: Medium
MOUNT: The vonlatot always travel upon the back of a giant HD: 2 (d10)
vulture. When they assume the form of a knight, the vulture is MOVE: 40 ft.
cast in the role of the knight’s noble steed. Though the sorcery AC: 17
conceals the real beast, it cannot conceal its stench; likewise, the ATTACKS: Bite 1d6+1)
knight always carries the hint of rotting flesh. SPECIAL: Scent, Lockjaw, +2 on surprise rolls
SAVES: P
BALL & CHAIN: The ball and chain acts as a +3 weapon. It strikes INT: Animal
for 1d12 points of damage. It can also trip an enemy or bind him. ALIGNMENT: Neutral
Anyone struck by the chain must make a successful dexterity TYPE: Animal
save or be disarmed or bound in the chains, depending on the TREASURE: Nil
vonlatot’s intention. The vonlatot can strike with the chain XP: 10+2
twice in any given round; however, once he has successfully used
the chain to bind someone, the chain cannot be used again until These are large breed dogs (mastiffs, great danes, huskies,
that individual is freed or escapes. The chain projects the fear german shepard, doberman pinchers, etc.) bred for combat.
that rests in the hollow empty of the vonlatot; for at his heart, They can wear armor.
if he had such a thing, the vonlatot is weak and fearful. Anyone
bound in the chain suffers from an instant plague of doubt, and COMBAT: War dogs are aggressive animals trained to participate
unless they make a successful wisdom save, they suffer a -2 to in combat situations. They attack using their deadly fangs.

44 CASTLES & CRUSADES


D MONSTERS
LOCKJAW: When a war dog scores a hit with its fangs, it has the their upper curves over it in a long beak appendage. They have
option of locking its extremely powerful jaws onto its victim. no noses, their scalp is pulled away, and their ears hang as long
While so locked, the dog suffers a -2 to its armor class, but each tendrils of useless flesh. Their eyes are wide and hollow and
round thereafter, it does bite damage automatically. without lids. Razor-sharp teeth line their small, lipless mouths.
Their thin arms end in wispy, clawed fingers as are their legs.
DOLPHIN They have a tail, too; a long, bony appendage with a thin veil
NO. APPEARING: 2-20 of skin stretched over it. They also have wings, great leathery
SIZE: Medium things, protruding from their backs, made of hollowed cane
HD: 3 (d8) and their own abnormally stretched flesh.
MOVE: 80 ft. (swim)
AC: 15 The dragonmen are not great in number, but live over the
ATTACKS: Bite (1d6), Slam (2d4) wide world, hidden in towers built in the clouds or on high
SPECIAL: Blindsight, +4 to all spot checks mountain slopes. Tales relate of cities of the dragonmen,
SAVES: P where the greater part of their people live. There, they
INT: Animal breed and grow their race, waiting for a day they can
ALIGNMENT: Neutral gather all the folk of the Dragon Cult together and
TYPE: Animal master the world. They dress in wildly colored silks,
TREASURE: Nil and are always bejeweled with crowns and the like.
XP: 20+3 The dragonmen are an evil lot, driven to madness
Friendly, playful marine mammals, dolphins are highly by their religion. They are devoted to the worship of
intelligent. Species of dolphins can live in almost any Lamul, an ancient blue dragon, and to this end, they
body of water. created and still foster the Dragon Cult (see below),
whose members they watch through a variety of devices
COMBAT: Dolphins attack opponents by butting and to whom they answer when called. The dragonmen
them with their powerful snouts. have come to believe in their own divinity, but they are more
sorcerers than gods.
BLINDSIGHT: Dolphins can “see” underwater by emitting
high-frequency sounds inaudible to most other creatures that DRAGON CONTROL: The dragonmen are not generally powerful
allow them to locate objects and creatures within 120 feet. A enough to control dragons, though the masters of their order
silence spell negates this ability and forces the dolphin to rely on probably could; yet they are strong enough to subdue many of
its vision, which is approximately as good as a human’s vision. the lesser breed. Each dragonman encountered is likely to be
accompanied by a nakal wyrm, ch-crup or a lial beast.
DRAGONMEN OF KAATH
SPELL USE: Dragonmen, great or small, are wizards. They range in
NO. APPEARING: 1-4
level from 5th to 15th. The Grand Master of the cult is always a 20th
SIZE: Medium
level wizard, and he is accompanied by four Acolytes to the Dragon,
HD: 5d10
called Keepers of the Sacred Knowledge, each in turn a 16th, 17th,
MOVE: 30 ft., 120 ft. (fly) 18th and 19th-level wizard. They possess a minimum intelligence of
AC: 16 15. The dragonmen are able to draw from a wealth of sorcerous
ATTACKS: 2 Cslaw (1d2), Bite (1 hp) or By w Weapon power. Dragonmen can draw upon all the wizard spells listed in
SPECIAL: Dragon Control, Fly, Spell Use the Castles & Crusades Players Handbook. They do not need books
SAVES: M or scrolls as the spells are passed down through memories. Like a
INT: Supra-Genius normal wizard caster, level and spells per day limit the number of
ALIGHNMENT: Chaotic Evil spells they can use. For instance, a 5th-level dragonman of Kaath
TYPE: Magical Beast with a 15 intelligence can cast five 0 level spells, five 1st-level spells
TREASURE: 6 (one bonus for intelligence), two 2nd-level spells and 1 3rd-level spell.
XP: Special (see Experience Chart on Page 7) The can memorize any of the spells listed for 0–3rd-level.
These depraved creatures were once men, proud and tall. They COMBAT: Dragonmen avoid fighting when they can. Acolytes
were members of a race blessed by the gods and fawned over by usually accompany them, and the dragonmen always use their
Athria herself. But they took to sorcery and twisted themselves servants to attack any threat. If forced to fight, they employ their
to look like the dark dragons they worshiped. They are tall, 6 wizardry. They can wield any type of weapon, armor, or shield.
feet or more. Their skin is white and pale, almost translucent.
Blue veins trace spider web designs across their emaciated torsos, FLY: All dragonmen can fly as per the wizard spell as a 10th-level
legs, arms, and bald head. Stretched and pulled by machinations caster. This effect is permanent, thus they do not have to cast it,
of the forge and by dark sorcery, their face is an abomination, nor concentrate. Their wings are not strong enough to propel
so that their lower jaw extends a half-foot from their skull and them or to give them lift, but they do move.

MONSTERS & TREASURES OF AIHRDE 45


MONSTERS D
Many of the High Kaath were corrupted by their pleasures and
became shades of their former and they forgot the worship of
Athria and fell to worshiping strange gods, half gods and the like.
The Dragon Cult of the High Kaath became the wild fancy of
many of the men and women and the fell to worshiping a great
blue dragon of the mountains called by the Kaath, Lamul.

Lamul was an evil beast AS old as time, a greater wyrm could


hardly be found. He called sacrifices of flesh and he gave them
in the guise of Low Kaath men and women. In time the Dragon
Cult became wildly powerful and despotic and preyed upon the
High Kaath, as well, until theY slew a priestess of Athria and
were finally branded as criminals and exiled. They fled the island
in the face of a fearful death and migrated to the distant north.
Lamul settled into his aged stupor and dreamed of the mortal
flesh he had dined on for so long. The Kaath struggled on.

But the Dragon Cult, wild now without their lord, settled in
the distant parts and built a city for themselves and named it
Alaunot–Kav–Lamul. Long taken by madness, they began to use
vile sorceries and magic to twist their forms, to shape themselves
like the beasts they worshiped. They grew and stretched their
skin to encompass their arms, giving themselves wings of sorts.
They captured lial beasts from the heavens and plucked their
scales, grafting those into their skin so that in the end, they
looked not like dragon men, but rather as if they were misshapen
creatures of nightmare. They were tall, immortal, and colored
translucent by the Waters of Life; and they preyed upon men of
all stripes and sought followers.
IN AIHRDE So the Dragon Cult spread to many reaches and many kingdoms.
Of all the tribes of men the Kaath were the most wise. Early in It is an evil gathering of men, elves, and other sad fools who disdain
the dawn of the world, they paid homage to the goddes Athria immortality through their deeds, but seek it in their lives. They are
the Birth Mother, and called upon her for their needs and desires. found in most cities of reputable size and gather in towers when
They built cities upon the banks of the Inner Sea and lived the moon is not quite full. They are wealthy, for many spoiled,
peaceful lives. They were tall and knowledagble, and in those early disaffected youth of the noble houses of all the great kingdoms,
days, Athria walked amongst them and taught them what they supposed intellectuals and the like, find themselves seeking the
could learn. They dedicated temples to her and nominated a high “peace” offered by Lamul. The enclaves are usually small but
priestess to serve her. But eventually war came to their cities and dedicated and can manage all manner of mischief.
they were despoiled and driven into the wilderness. They traveled
for long years, over great distances, until at last they crossed the DRAGONS (LESSER)
sea and came to an unexplored island in the southern oceans. Like all dragons, lesser dragons are powerful creatures with magical
abilities and uncommonly long life spans. These dragons however, are
tHere they built new cities and discovered the Waters of Life.
every bit as cunning, but not as intelligent, as their more commonly
These sacred springs flowed from the high mountains and carried
known kin, their magic is weaker, and in some cases benign. They
with them water pure and cool. The water was magical, and the
are smaller as well, few growing to over 20 feet in length. Too, they
priestesses and the priests knew it; they hoarded it from their
are more animal in nature, less discerning in their actions, more
fellows and built temples over the springs. By drinking the water,
concerned about hunting or breeding than hoarding treasure
the Kaath ingrained magic into their very being. In time, they
unraveling the philosophy of men. They can be good or evil, but many
learned those who drank of the Waters of Life were not subject to
are simply neutral, once again, closer to animals than magical beasts.
aging or death; they became immortal. Those who partook of the
Waters were called the High Kaath; all those who did not were Lesser dragons also depart from their cousins in that many of
called the Low Kaath. them have no love of treasure, nor do they keep static dens,
but rather hunt in the wilderness, marking out territories and
Eventually the Kaath dwindled. The High Kaath chose lives of
defending those territories against encroachments of any kind.
luxury and indolence. They built ever greater towers, and their
Where other dragons may use their abilities to gather treasure,
palaces reflected a wealth that only long years can accumulate.
outwit those who possess it, or weave magic, lesser dragons use
Low Kaath were condemned to lives of ever greater servitude.
their abilities, magical and mundane to improve their ability
46 CASTLES & CRUSADES
D MONSTERS
to hunt. This makes them far more dangerous than one might Special Rules for Dragon Combat: Lesser dragons do add their
suspect, for they possess the natural cunning of all dragons and full hit dice when making attack rolls and they do add their full
combine it with their magical abilities and animal instincts. hit dice to saving throw rolls, plus the bonus set forth in the age
chart.
Age: Lesser dragons do not possess the long life spans of their
cousins, and they are not immortal. Some may live for a thousand Breath Weapons: Most lesser dragons have at least one breath
years, but if they do, it is an anomaly and not the norm. Most die weapon. Each breath weapon is different and explanations are
as in the early mature stage, killed off by one of their own kind or given below.
unable to keep up the hunt as they were before. Hatchlings grow
quickly, emerging from the egg fully formed, aggressive and able Damage: Dragons grow at a rapid rate, however smaller dragons
to exist apart from their mother. They eat tremendous amounts are not able to deal the potent damage dealt by older, more
of food, mostly insects, rodents and the like. They grow very fast, experienced dragons. Dragons in age category 1 do 1/2 of the
becoming young adults within a few years of hatching. listed damage and those in age category 4 do 1/2 greater than the
listed damage.
Bonus Saves: This is the bonus to all saving throws that dragons
receive. It increases as they age. Bite: Bite attacks deal the indicated damage plus the dragon’s
damage bonus listed in each chart (DB).
Category Type Age Bonus Saves
Claw: Claw attacks deal the indicated damage plus 1/4 the
1 Hatchling 0-3 +1 dragon’s damage bonus listed in each chart (DB).
2 Young Adult 4-50 +2
Wing: Some lesser dragons can slam opponents with its wings,
3 Adult 51-100 +3 even when flying. Wing attacks deal the indicated damage plus
4 Mature 100-200 +4 1/2 the dragon’s damage bonus listed in each chart (DB).

Size: A lesser dragon’s age determines its size. Hatchlings are Tail Slap: Some lesser dragons can slap one opponent each
always small. Young adults are always medium size. Lesser dragons round with its tail. A tail slap deals the indicated damage plus
of all other age categories are large. Like normal dragons, a lesser the dragon’s listed damage bonus (DB).
dragon continues to grow as it ages, though its growth slows
Tail Sweep: This special attack allows a dragon of at least large
somewhat.
size to sweep with its tail. The sweep affects a half-circle with a
Hit Dice: All lesser dragons roll a d10 for their hit points radius of 10 feet from the tail’s base. Only creatures 1⁄2 the size
regardless of age or size. of the dragon are affected. A tail sweep automatically deals the
indicated damage plus the dragon’s damage bonus. Affected
Move: Lesser dragons in age category 1 move at half the rate listed, creatures can attempt a dexterity save to take half damage.
and those in age category 4 move 1/2 more than the listed rate.
Grappling: Lesser dragons do not favor grapple attacks, though their
Languages and Magic: All dragons can speak their own tongue crush attack uses normal grapple rules. A dragon can always use
and the common tongue. All dragons have some spell-like abilities, its breath weapon while grappling, as well as its spells and spell-like
as detailed below for each dragon type. Some few lesser dragons, abilities.
upon attaining a higher age category, can make an intelligence
check against a difficulty of 12. If the check is successful, the Windblast: While flying, a dragon is able to create a wind
dragon is able to speak and understand any language, and also blast with its wings that can knock people over and blow small
possesses dragon magic, as detailed below for each breed. If the roll items away. This is generally used to stir up dust, deflect missile
fails, a new check can be made when the dragon reaches the next weapons, knock out magic users, and the like. Affected creatures
age category. of medium size or smaller should make a dexterity check to see
if they are knocked prone by the blast. Dwarves and other stout
Experience: The experience point award for dragons varies creatures add +4 to their dexterity saves.
according to type, age and ability. Castle Keepers should
consult the experience point award chart given on page 6 of Camouflage: Some dragons have the ability to camouflage. They
the Monsters & Treasure book. Dragons should be extremely use this ability to conceal themselves from others. A successful
difficult to slay and should therefore be awarded a generous check means that the dragon is hidden so well as to be almost
amount of experience. invisible. All checks are made with a +2 bonus. The dragon can
move up to one-half normal speed and remain hidden. Hide checks
DRAGONS AND COMBAT suffer no penalty in this circumstance. At more than one-half
Like their larger kin, lesser dragons are ferocious and able to fight and up to full speed, the dragon suffers a -5 penalty (cumulative
with a multitude of weapons. Though they are not as agile as with the bonus) to the check to remain hidden. It’s practically
larger dragons they are able to launch multiple attacks, though impossible (-20 penalty) to hide while running or charging.
usually not against several different opponents.

MONSTERS & TREASURES OF AIHRDE 47


MONSTERS D
If the dragon is being observed, even casually, they cannot hide. turn on their masters in a moment and the master find out what
If observers are momentarily distracted, though, the dragon can it means to be a dragon’s meal.
attempt to hide. While the observer averts its attention from the
character, the dragon can attempt to get to a hiding place. This BEAKED DRAGON
check, however, is at a -10 penalty because the dragon has to NO. APPEARING: 1
move quickly to the hiding place. A dragon cannot hide if there SIZE: Special (see below)
is nothing to hide behind or conceal oneself with. HD: Special (see below)
MOVE: 20 ft., 60 ft. (swim)
This ability allows a dragon to move so silently that others cannot
AC: Special (see below)
hear the movement. The dragon can use this ability both indoors
ATTACKS: 2 Claws (1d6), Bite (1d8)
and outdoors. A dragon can move up to one-half it’s normal speed
SPECIAL: Breath Weapon, Camouflage, Improved Grab,
at no penalty. At more than one-half and up to the dragon’s full
Powerful Charge, Spell Resistance, Spell–use
speed, the dragon suffers a -5 penalty. It’s practically impossible (-
SAVES: P
20 penalty) to move silently while running or charging.
INT: Special (see below)
Dragons can hide and move silently at the same time. ALIGNMENT: Neutral
TYPE: Dragon
Frightful Presence: Unless otherwise noted, lesser dragons do TREASURE: Special (see below)
not gain frightful presence. XP: Special, see Appendix
Immunities: All dragons are immune to sleep and paralysis
effects.

Spell Resistance: As lesser dragon’s age, they become more


resistant to spells and spell-like abilities, as indicated in the tables
below.

Keen Senses: A dragon sees four times as well as a human in


shadowy illumination and twice as well in normal light. They
also have darkvision out to 80 feet and the Scent ability. They
have superior hearing as well and are able to pinpoint almost any
opponent unless the target is magically hidden such as with an
invisibility spell.

ECOLOGY
Lesser dragons inhabit most climes. As with all dragons they are
immune to most temperature variations, though some prefer
warm and some prefer cold climes. Some are adaptable, but
most have already developed specialized traits which limit them
to certain types of environment, such as the nakal, which finds More turtle than lizard, the beaked dragon is a wide-bodied
itself limited to jungle and forest terrain. All of them are meat creature with thick, round, overlapping scales across its back and
eaters and either trap their prey or stalk it. sides. Its tail is long and thick in its beginning, tapering down to
a cone shaped point. Its neck, with multiple folds of skin is wide
LESSER DRAGONS AND DRAGONS and long as well and ends only where the armored head begins.
A full adult can be up to 30 feet long. Fierce beaks cap its narrow
Dragons are intelligent beasts and have little to do with the lesser
jaws. It can open its toothless maw extremely wide. Two large,
drakes for they see them as little more than animals or magical
dwarf-sized scales crown its head. Short legs give way to long,
beasts, fit perhaps for eating, but nothing else. The lesser dragon’s
webbed claws. Two small wings adorn its back, though these
lineage is so corrupted or ancient and so far removed from the
are useless for flight, but serve the creature well in the deep sea
first hatchings that dragons abhor their company.
currents where they often dwell.
FAMILIARS & MINIONS
Beaked dragons are very heavy creatures, baring too much weight
On occasion men or women of valor are able to subdue a dragon for their forms. For this reason, they prefer to dwell in watery
and bind it to the master. This is impossible for any adult or mature environs, living in swamps, rivers, lakes, and upon the world’s
lesser dragon that does not have some rudimentary intelligence. seas. They are not particularly agile swimmers, but are rather
If it is able to speak one can appeal to its vanity, pride, or fears, fast. They can use their bulk to float or settle in the water and
but otherwise one cannot. Like any animal however, if captured spend a great deal of time doing so. They can hold their breath
when they are hatchlings, training lesser dragons is possible and for over an hour, and use this ability to wait for prey to walk near.
not uncommon. Of course like any wild beast, these wyrms can They are old creatures, some of the earliest dragons to walk the

48 CASTLES & CRUSADES


D MONSTERS
earth, appearing throughout the legends of the ancients. They BEAKED DRAGON
are solitary and rarely encountered with other members of their
AGE SIZE HD AC DB SR INT TR
species. Females are born with hundreds of fertile eggs in their
wombs, which they lay from time to time. 1 5’ 2 12 – – 9 4
2 15’ 4 14 1 – 9 6
These beasts possess little more than an animal intelligence, are
very aggressive, and are almost always hungry. They eat until 3 20’ 7 18 2 4 9 9
they are gorged and usually rut around in their kill until the 4 30’ 11 20 3 4 10 13
scent of it covers their bodies. They dig very deep dens wherever
the ground is solid enough to hold up; even so, their dens are IN AIHRDE
constantly collapsing, and the creatures are forced to dig their Beaked dragons are common throughout Aihrde, but are a
way out again. In these dens, they lay their eggs and often drag particular nuisance in the Great Soup Marsh in southern Ethrum.
carcasses back. If there is treasure in them, it is usually buried in There they thrived during the long Winter Dark due to that
the mire and filth of the beaked dragon’s past meals. swamp’s proximity to the Eldwood and the Great Oak. They are a
plague to the lords of Brindisium, as they are forever crossing the
DRAGON MAGIC: Three times a day, the beaked dragon can
Bay of Moridain from their marshy homelands. They do, however,
cast transmute rock to mud. It uses this ability to escape, dig
bring the folk of that southern nation a bit of wealth, for the
dens, or to lay traps as it can lie for up to an hour in the
dwarves of Norgorad-Kam prize their eggs as a delicacy. The eggs
mud holding its breath. Beaked dragons also have a limited
bring a hefty 10 golden crown, apiece in the open market.
spell resistance, a hallmark of the species’ longevity. When
attacked or frightened, the beaked dragon’s scale stiffen, and DRAGON, CH–CRUP
for 4 melee rounds, act as a barkskin spell. All spells and their
effects act as if cast by a 5th-level druid. NO. APPEARING: 1
SIZE: Smallpecial (see below)
BREATH WEAPON: The beaked dragon has no breath weapon in HD: Special (see below)
the traditional sense. However, when the beaked dragon bites its MOVE: 30 ft., 60 ft (swim)
victim, it can cough up its own stomach acids which immediately AC: Special (see below)
soak that part of the victim caught in the creature’s beak. Along ATTACKS: 4 Claws (1d4), 1 Bite (1d12), 1 Coil (see below)
with the damage of the bite, the victim must make a successful SPECIAL: Breath Weapon, Camouflage, Constriction, Larvae, Spell Use
constitution save (CL 4) or suffer a further 1d8 points of damage SAVES: P, M
per round they are caught. The dragon cannot perform any other INT: Special (see below)
attacks while holding a victim. ALIGNMENT: Chaotic Evil
TYPE: Dragon
COMBAT: Beaked dragons generally lie in wait upon the edges of TREASURE: Special (see below)
a lake or other body of water, often hidden beneath the water. XP: Special, see Appendix
Any nearby creature that seems ediblewithout too much fuss
is subject to the beast’s sudden charge and a wicked bite. Once
the dragon bites the prey, it drags it back into the water. If it
is suddenly attacked by other creatures, it curls up and casts
barkskin on itself.

POWERFUL CHARGE: A beaked dragon leaps from its concealed


position, hoping to surprise its prey with its charge and latch
on before the prey has a chance to escape or defend itself. In
addition to the normal benefits and hazards of a charge, this
attack allows the beast to make a single bite attack that inflicts
1d8+2 (for the charge) points of damage on the unfortunate
recipient. It can only charge upon creatures within 30 feet.

CAMOUFLAGE: Beaked dragons can remain motionless


underwater for up to an hour. Because their large scales look
something like bark, the dragons appear as a dead tree in the
water. See above for full camouflage ability.

IMPROVED GRAB: The dragon’s beak is very powerful. Any target bit
by the creature during a charge attack suffers a further 1d8 points of The ch-crup, or crup for short, is a large dragon, ranging up to
damage per round it is held and also suffers from the breath weapon 20 feet in length. The crup have long, narrow snouts filled with
effects above. Breaking free of the dragon’s grip requires a successful row upon row of long, razor-sharp teeth. Their eyes are huge and
strength check (CL equal to the creature’s hit die). bulbous and allow it to see in complete darkness. Two thin veils

MONSTERS & TREASURES OF AIHRDE 49


MONSTERS D
of flesh hang from the middle of their lower jaw and are often acts in all respects like the spell of the same name. The dragon
brightly colored. The crup are can breath in and fill these sacks casts as a wizard equivalent to its hit dice.
with air. The sacks stretch to enormous sizes. Once released, the
air passes through the mouth and around the teeth which are COMBAT: Crup only hunt at night. They use their limited
long hollow tubular shaped. By opening or closing the mouth, camouflage ability to hide, and once they feel secure, they open
moving the tongue and controlling the exhalation, the crup can their mouths wide and cast out with their breath weapon, trying
create an eerie, soft musical sound. These sacks also allow the to entice prey close. They occasionally light up the spines on
creature to travel great distances underwater. The creature’s body their back, briefly from bottom to top, to further entice victims.
is long and snake-like; it has six legs, short and clawed, and a Once a creature comes within a few yards, the crup launches
long tail. The creature’s scales are small, hardly discernible, and out striking with its large mouth and long teeth, hoping to pin
the crup sports a long, spiny ridge of thin, hollow spikes along the creature in a grasp. It will coil its body around the victim if
the length of its back and tail. They can make these spikes light need be.
up with a feint hollow glow. These dragons are darkly colored in
CAMOUFLAGE: Crup can blend in with dense foliage or dark
blues and blacks or deep greens.
crevices and the like. They can hide and move silently. See above
The crup prefer cooler climes and are never encountered in the for full camouflage ability.
tropics. They also prefer mountains or forests, places where they
CONSTRICTION: A successful coil attack by the crup can lead to a
can lie in wait, hiding while they call for their prey. They are
constriction attack. In the round following the successful attack,
generally solitary hunters. The crup are asexual creatures; they
the victim must make a strength save. If this save fails, the
born with small polyps on the roof of their mouths, which are
victim is constricted by the snake for 1d6 points of damage per
actually small larvae that detach themselves from the crup’s mouth
round. A victim can make additional strength saves every round
during combat and burrow themselves to the victims. If they
to escape constriction, but escape becomes more difficult as the
successfully attach to the victim, they fill their air sacks and begin
crup tightens its grip. Strength saves to escape, therefore suffer
the singsong charm, immediately dissuading the adult crup from
a -2 cumulative penalty for each round after the first the victim
attacking. The adult breaks off the attack and flees. The larvae
remains constricted.
poison the victim eventually causing a coma (see below) at which
time, they devour the creature, growing quickly as they eat. LARVAE: There is a 1 in 5 chance that, upon any successful bite
attack, the crup releases a larvae from the roof of its mouth.
The crup cannot fly at all, but move more like a snake does, using
This larva immediately crawls toward warm flesh, looking for a
their legs to pull and push the long, tenuous body along. They are
warm, dark spot, such as the armpit, leg joint or behind the ear;
not fast, but are able to coil up onto themselves and spring forth,
it then lodges itself into the victim. This generally takes 1d4
attacking any aggressor or prey. They are able swimmers, better
rounds. These creatures look exactly like the adults, but are little
in the water, in fact, than on land. Their air sacks allow them to
more than an eighth of an inch long, about the size of a common
travel deep into rivers, lakes, and even oceans; and they often
tick. The creature bites into the new host, injecting a numbing
take up residence on the edges of such bodies of water to hunt
agent to relive the victim of pain and the knowledge of its sting.
their prey. The usually make their dens not far from where they
It clings to the host, emits a tiny sound to warn off the adult’s
hunt and drag their prey to the dens to eat.
attack, and then proceeds to burrow its head into the creature.
Crup possess a rudimentary intelligence, almost human (see chart It remains on the victim, its head literally burrowed into the
below), and have memories of the dragons they once were. They skin, eating the flesh for sustenance. The creature’s bile is highly
dig deep dens, sometimes in the banks of rivers, with entrances toxic, and victims begin suffering a mild fever within a day (no
underwater, where they keep the baubles they salvage from their save). Victims have their movement rate cut in half. This fever is
kills. followed by mild seizures on the second day (no save), one every
hour or so. These seizures cause loss of movement and ability
Crup age poorly and their scales and spines begin to fall off, for 1d6 rounds after each seizure and extreme headaches that
which accounts for their reduced armor class as mature dragons. make memorizing spells impossible. Within three days, the victim
suffers violent seizures that can cause brain damage if untreated
DRAGON MAGIC: Adult and mature crup can cast minor (no save). The victim is cast to the ground into throes of pain for
illusionist spells. They can cast ghost sound (3/day), limited light up to an hour 1d6 times daily. On the fourth day, the victim slips
(1⁄2 its normal potency) from their spines (3/day), blur (1/day), into a coma (constitution save every day until fails, CL 8). At
and a phantasmal killer (1/day). this point, the baby crup begins to devour the victim. If the larva
is removed, the victim can recover after several weeks but risks
BREATH WEAPON: Every turn the crup can use its air sacks to
suffering major brain damage (constitution save negates, CL 8,
create a singsong music that acts as a charm person or charm
roll for each attribute. Failure reduces attribute by half). If at any
monster spell. It cannot do this while in combat; it must be still,
time before the first two major seizures a dispel chaos, heal, holy
concentrat, inhale air, and exhale slowly. When it does this,
word, neutralize poison or remove disease is cast, the crup larvae is
any creatures within hearing, roughly 100 feet, must make a
killed, and the victim suffers no further penalties.
successful charisma save or come under the creature’s spell. It

50 CASTLES & CRUSADES


D MONSTERS

CH–CRUP razor-sharp claws. Their eyes are always green, wide and more like
a cat’s than anything else. They test the air with forked tongues
AGE SIZE HD AC DB SR INT TR
and use specially adapted senses to feel the tremor of the earth as
1 1 inch – 12 – – 6 – it vibrates up the tree stems upon which they make their homes.
2 5’ 3 13 – – 9 4 They are adept fliers and can run with some speed. They have rows
of small but sharp teeth in their long snout. Two thin, obsidian
3 15’ 7 17 4 – 10 8
horns rise from their brow. They bodies are orange-red or red in
4 20’ 9 13 8 3 12 10 color.
IN AIHRDE The flying dragon spends the bulk of its life in the treetops, coming
Crup dwell in most of the mountains of the northern hemisphere down only to feed. They nest in small pods along thick branches
and both in the Northern and Southern Ice Shelf. They are very of deciduous trees, sleeping in crooks of limbs and the like. They
common on the islands of Wodenhole and Gal-land. In the Cradle lay their eggs in the tree and rear their young there. Their pods
of the World, they are most commonly found in the Salt Flats, rarely number more than a score, but sometimes, if an area offers
Holmgald, the Shadow Mountains and the Grundliche Mountains. good hunting, several pods, up to a dozen, can be located in close
The dwarves of Grundliche Hohle make great sport out of hunting proximity to each other. Their scales are small but very sensitive
the creatures, for their spines are easy to shape and durable. and able to detect the telltale sounds of creatures approaching
along the forest floor up to 500 yards away. They use their wings
DRAGON, FLYING and agile legs to leap from branch to branch, passing through the
NO. APPEARING: 6–18 trees more like primates than flying creatures.
SIZE: Special (see below) These dragons are skilled hunters, though one good-sized meal
HD: Special (see below) keeps the creatures at bay for a week or more. They are often
MOVE: 20 ft., 80 ft. (fly) spotted watching or following people in the forest, their hollow,
AC: Special (see below) vacant stares filled with only a dim glow of intelligence and
ATTACKS: Claws (1d4), Bite (1d6), Tail Slap (1d4) only a vague curiosity about a possible future meal. If they are
SPECIAL: Breath Weapon, Confusion, Overbear, Poison hungry however, they attack almost any target, no matter the
SAVES: P size. Once killed, the whole pod settles upon the unfortunate
INT: Special (see below) victim to feed. Hunting and feeding are the only times a flying
ALIGNMENT: Chaotic Evil dragon comes out of its trees.
TYPE: Dragon
TREASURE: Special (see below) Flying dragons are particularly vicious creatures and mean
XP: Special, see Appendix tempered. Their nascent intelligence allows them enough
understanding of the damage they deal, and they often revel in
dragging out the suffering of a kill, watching it die over time.

DRAGON MAGIC: They have little or no magic about them.


They can however, make a tremendous amount of noise and
confuse their prey by using their deep guttural voices to croaking
incessantly. When a pod of 5 or more is encountered, the dragons
begin croaking and throwing their voices. It quickly begins to
sound as if there are scores of the creatures all over the forest and
anyone within hearing is subject to confusion. Those affected
automatically loose initiative for the first round of combat. A
successful wisdom save negates the effects of the confusion.

BREATH WEAPON: Three times a day, flying dragons can breathe


a gout of sulfuric ash. The ash scorches any metallic equipment
it comes into contact with, singes cloth, rope, leather, and similar
items; it burns flesh. Those so struck take 1d4 points of damage.
A successful dexterity save reduces damage by half.

COMBAT: The flying dragon is a mean-spirited hunter and almost


always attacks in groups. When prey enters their territory, they
begin croaking to one another in their guttural voices, and
These small dragons are roughly 12 feet in length. They have continue to do so until the prey begins to look distracted. As
narrow bodies and two wings connected to their front legs; when soon as the prey becomes vulnerable, or after the duration of the
extended, their wingspan is greater than the length of their bodies. croaking, the flying dragons attack by swooping in and around
Their feet are long and thin, capped by toes more like tendrils with
MONSTERS & TREASURES OF AIHRDE 51
MONSTERS D
the prey. One or two of them always go for the legs and rear, DRAGON, FRILLED
pulling at the victim while a third swoops for the head, trying NO. APPEARING: 1-6
to topple the victim over. The whole pod falls upon the victim SIZE: Special (see below)
at that point, initially going to for the legs or wings to stop the HD: Special (see below)
creature from escaping. MOVE: 60ft., 80 ft. (fly)
AC: Special (see below)
OVERBEARING: When three or more flying dragons attack a
ATTACKS: 2 Claws (1d4), Tail (1d4), Bite (1d6)
single opponent, they can attempt an overbearing attack. The
SPECIAL: Breath Weapon,
three dragons get one attack. They add 3 to their attack roll. All
SAVES: M
standard overbearing rules apply. The defender gets a standard
INT: Special (see below)
armor class of 15; strength and size difference modifiers apply. For
ALIGNMENT: Chaotic Good
each size difference larger, add +2, and for each size difference
TYPE: Dragon
smaller, subtract -2. If a hit is successful the defender is knocked
TREASURE: Special (see Appendix)
prone for the remainder of that round. The following round, all
XP: Special (see Appendix)
three dragons attack with a +5 to their to-hit rolls. The dragons
suffer a -2 to their armor class while attempting to overbear. Frilled dragons are long, sinuous drakes, with adults ranging up
to 20 feet in length. Their tails are almost as long as their bodies
POISON: On a successful hit with its bite attack, the flying dragon
and end in two long, twin spikes. They have large bluish-black
can deliver a poisonous bite. Someone so bitten by a flying
scales ranged down their back sides, with broad-banded, reddish
dragon must make a constitution save. A failed save on the first
segments on their bellies. Their wings are broad and thin, with a
round causes 1d8 points of damage and the character becomes
ill, suffering a -1 to all physical attribute checks and a –1 to hit
and damage for 10 minutes. A successful save halves the listed
damage for the first round’s effects, and there are no effects in the
following rounds. First-round effects always occur immediately.

Ten turns or 10 minutes after the initial bite, another constitution


save must be made to avoid further effects of the poison. A
successful save negates the effects of the poison. A failed save
causes a further 1d8 points of damage, and the victim becomes
violently ill, reduced to severe stomach cramps and vomiting.
The character must make daily saves thereafter until the poison
runs its course-or the character dies. The effects of the poison
linger for 1d6 days.

A failed save indicates the effects listed continue for another day,
to a maximum of six days. Additionally, the character loses 1
point of constitution per failed save. The same process is followed
for each successive day until the character successfully saves and
fights off the poison. For every five points of constitution lost,
one point is lost permanently. Should a character’s constitution
ever reach zero, he is dead.

FLYING DRAGON
AGE SIZE HD AC DB SR INT TR
1 1’ 1 12 – – 6 –
2 5’ 4 14 – – 6 2
3 8’ 8 16 2 – 7 9
4 12’ 10 18 4 – 8 12

IN AIHRDE
Flying dragons live throughout the world of Aihrde. They are
particularly attracted to regions where fey dwell, and often
develop a symbiotic relationship with pixies, sprites, and the
like. Many such bands exist in the Voralberg Mountains and
the Detmold, and together they hound caravans and travelers.
Sometimes the sprites use the dragons as mounts.
52 CASTLES & CRUSADES
D MONSTERS
span that equals if not exceeds their body length. The undersides They range far and wide, but are most common in and around
of their wings are blood red, the outer side bluish black. They the Channel Lakes, where the elves built their first elven homes.
have a long, thin snout with razor-sharp teeth, and their head They have an unusual hatred for orcs, and upon sight, or even
iscrowned with short, boney spikes. Behind their jaw line are scent of them, attack with an extreme hatred. Their lives and
long, webbed spikes (like a frilled lizard) which when the creature memory are long, and they remember the wars in and around the
is agitated opens wide, spreading out, the connecting skin being a Marl so many years ago.
reddish orange with deep red veins throughout. All four legs are
the same length, with long claws. In some wild elven lands, the elves use the older frilled dragons
as mounts. They are very swift and able.
These intelligent beasts travel alone or in pairs; rarely are they
found in large groups. They are unique in that they have long been DRAGON, IAHNEAL
allied with elves, usually living in or around elven communities. NO. APPEARING: 1
Further, they have a distinct distaste for most humanoids, SIZE: Special (see below)
hunting them wherever they encounter them. Frilled dragons are HD: Special (see below)
highly predatory and very reactionary, attacking threats before MOVE: 40 ft., 60 ft. (fly)
they communicate with them. AC: Special (see below)
ATTACKS: 2 Claws (1d2), Bite (1d8), Tail (1d6), Wing (1d 4)
The frilled dragon dwells mostly in wooded environments, old SPECIAL: Bewilder, Breath Weapon
growth, deciduous forests, and the like. They lay their eggs in SAVES: M
nests of bramble on the ground. They take little precaution in INT: Special (see below)
hiding the nest, as the female spends the whole of the eggs’ ALIGNMENT: Lawful Evil
gestation time nearby. They attack anything, good or evil, that TYPE: Dragon
approaches their nest. They are intelligent and highly reasoned. TREASURE: Special (see below)
COMBAT: The creature attacks by rearing back, opening its XP: Special (see page 7)
webbed-neck membranes wide and blasting a cloud of toxic gas The iahneal dragons are large beasts, more like traditional
upon its foes. The membrane serves to make the dragon look dragons than most of the lesser wyrms. Their forelegs are shorter
much larger than it actually is, but serves no other purpose, than their hind legs, and their bodies squat toward their tail. The
defensive or otherwise. tail itself is very long, mounted with small plates that range up the
BREATH WEAPON: The frilled dragon has an extremely potent beast’s spine to the back of its head. Their scales are a deep, very
breath weapon. A blast of clear gas engulfs the victim, and any
who breathe it in and fail the necessary constitution save suffer
the effects. The gas causes the blood to clot and the clots cut off
the blood flow to vital organs, which lead to catastrophic damage.
It takes 1d6 rounds for the gas to take effect; after that, the clots
form and cause 1d6 damage for every hit dice of the dragon. This
clotting lasts for a further damage, causing 1d4 per rounds. A cure
disease, neutralize poison, or similar spell cures the victim.

FRILLED DRAGON
AGE SIZE HD AC DB SR INT TR
1 5’ 1 15 – 2 13 1
2 10’ 2 17 – 2 14 3
3 15’ 4 19 1 3 15 5
4 20’ 8 21 2 3 16 10

IN AIHRDE
The frilled dragon came to Aihrde, not through the gift of Inzae
as many of the dragon kin did, but rather through the gates to the
Seven Rivers, those lands where the elves first dwelt. This realm
the All Fathered fashioned only in his dreams and it came to be
when he succumbed to the machinations of the Goblin Lords.
When his mind splintered and the gates to these worlds opened,
the elves came to Aihrde, and with them came the frilled
dragons. These dragons have dwelt in harmony with the elves in
Aihrde, even as they did in the land of Seven Rivers.
MONSTERS & TREASURES OF AIHRDE 53
MONSTERS D
dark purple color, though the underside is tinted blue. They have DRAGON, IRIS
broad wings and are able fliers. The wings themselves are blue NO. APPEARING: 1-10
like the beast’s underbelly. They have a long snout with a barbed SIZE: Special (see below)
horn at the end of the upper jaw that smacks into the lower jaw HD: Special (see below)
with a clacking sound when the beast closes its mouth. MOVE: 20ft., 80 ft. (fly)
AC: Special (see below)
These large beasts range throughout the known world. They nest
ATTACKS: Bite (1d2), Blood Drain (1d2)
in rocky crags, hills, and abutments, anywhere that they can use
SPECIAL: Blood Drain, Breath Weapon, Camouflage, Paralysis
stone as their bed. They build their nests as high as they can;
SAVES: M
mounding stone up until pillars of it surround their den, where
INT: Special (see below)
they hoard their treasure, nurse their young, and sleep.
ALIGNMENT: Neutral
Iahneal dragons are very intelligent, calculating beasts. They TYPE: Dragon
enjoy watching other creatures suffer, and they spend a great TREASURE: Special (see Appendix)
deal of time torturing them. XP: Special (see page 7)

COMBAT: In battle the iahneal dragon attacks first by rearing up The smallest of dragons, the iris dragon is light green in color,
on its hind legs and stretching its wings to their full extent. Their thin, and lithe. Broad, leaf-like scales cover its long form; its legs
wings exude a magical scintillating aura that serves to stun their are shaped like vines, and its head, long and thin, is yellow. It
victims into inaction. As the victim is responding to this attack, has small claws it uses to cling to the sides of trees, branches, or
they launch into vicious melee combat. Their breath weapon is rocks. The iris dragon’s tail, long and thinning to a small taper,
very limited so dragons save this for a victim they choose to serves a similar purpose. It has razor-sharp teeth that deliver a
bring back to their den as a trophy or as food for their young. stinging bite, but its real weapon is the dew claw it possesses on
each forward claw. This long appendage, several inches longer
BEWILDER: The iahneal’s wings contain several scintillating than its other claws, carries potent venom.
color patterns which cause the viewer to become bewildered or
mesmerized for 1d6 rounds. If the victim fails a wisdom save, they The iris dragon can camouflage itself extraordinarily well. To the
are unable to act, but rather stand by idly. The effect lasts for several casual viewer, the creature looks more like a vine snaking up the
rounds (1d6), even if the dragon is not displaying its wings. side of a tree or rock than a dragon. They move slowly as well,

BREATH WEAPON: The dragon’s breath weapon is a small cone


of gas barely 2 or 3 feet wide and 4 feet long. It directs it very
specifically at one target, attempting to engulf it. The breath
weapon acts in all purposes as the flesh to stone spell.

IAHNEAL DRAGON
AGE SIZE HD AC DB SR INT TR
1 5’ 2 12 – – 12 4
2 15’ 4 14 1 – 12 6
3 20’ 7 18 2 4 12 9
4 30’ 11 20 3 4 15 13

IN AIHRDE
These beasts were part of the original clutch of eggs that Inzae
brought to the world of Aihrde and gifted the All Father for his
gift of trees. The iahneal are much like that grim goddess, evil
and intent on destruction. It is said by the learned that they
know well the Language of Destruction as imparted by the
Dragon God, but that they will never reveal it until the time
she returns to the maelstrom and unmakes the world. Then
the iahneal promise is to join her and bring about the end of all
things. They are worshipped by various cults throughout Aihrde,
and in particular are held in high regard on the Isle of Koth,
where the Dragon People dwell. The beasts of course do not
return the worship. They hold all creatures in disdain, and use
these cults from time to time to feed their young or garner riches
from them.

54 CASTLES & CRUSADES


D MONSTERS
using their ability to blend into the environment to hide it from IN AIHRDE
any creature they stalk. They prey primarily on humans, demi- The iris dragon is a favorite of wizards and illusionists as they like
humans, and humanoids. They feed through a tubular protrusion to use the dragons as guardians in and around their towers. In old
lying beneath their tongue. When a victim is gassed or paralyzed, Aenoch, the practice of creating elaborate gardens of walkways,
the dragon settles on them, drives the tube into the victim, and bridges, lawns, and beds of flowers, etc. was common amongst the
their drainsblood. nobles; for a great while, the fad of peopling those gardens with
They dwell in tropic or sub-tropic jungles and temperate deciduous the iris dragon allowed the creature to spread into most of the
forests. They are very social, pack-oriented dragons, that travel in Lands of Ursal and beyond. The creature suffered greatly during
family groups of up to 10. The creatures are moderately intelligent the long Winter Dark, and their numbers dwindled. The people
and the older ones can speak Elven, Common, or any other tongue of Aufstrag saw the iris wyrm as a delicacy and served the creature
with which it has had long exposure. with mounds of butter and gravy in their great feasts.

COMBAT: The iris dragon takes up residence near water or Too, this day, the Aenochians are very partial to the iris wyrm,
cave entrances, trails, and the like; anywhere that creatures and the people of New Aenoch have revived the practice of
may stop to find food or shelter. They take shelter in the trees making gardens to house the iris wyrm, and the small dragon’s
and shrubbrey, disguising themselves as plants. When their prey numbers have increased, if only moderately.
enters the area, they wait for it to come within range of one of its DRAGON, IRS WYRM
forefeet. They then attempt to nip the victim with a claw. They
wait until the paralysis takes effect, and then come into feed. If NO. APPEARING: 1-2
discovered, or disturbed the whole pack of them launch a very SIZE: Special (see below)
aggressive attack on any and all targets in the area. HD: Special (see below)
MOVE: 20 ft.
NOTE: The iris wyrm feeds on the paralyzed victim, so long as the AC: Special (see below)
victim is alive. If at any time the victim is viewed as dead by the ATTACKS: Tail (1d8), bite (1d10)
iris wyrm, it stops eating it. For instance, the monk’s ability to SPECIAL: Fear Aura, Paralyzing Touch
feign death would stop the dragon from devouring the character. SAVES: P
INT: Special (see below)
BLOOD DRAIN: Whenever an opponent is bitten, the mouth ALIGNMENT: Lawful Evil
clamps down and the dragon holds on. This hold automatically TYPE: Dragon
inflicts 1d2 points of damage from blood drain on each successive TREASURE: Special (see below)
round, unless the hold is broken by a successful strength save. XP: Special (see page 7)
The dragon drains blood until it reaches 2 x its own hit points, or
when it becomes satiated and stops. For instance, if it has 7 hit These offspring of the greater irs wyrms are foul, wicked beasts that
points, it drinks 14 hit points worth of blood. feed upon the hopes and dreams of the unaware. They are ugly,
squat creatures, with thick, bulbous bodies. They look something
CAMOUFLAGE: Irs dragons can remain motionless in normal like a toad, but the pustules that cover their hides constantly seep
environment. See above for full camouflage ability. with poisonous ichors. They are colorless and almost witless. They
settle into areas where they can feed. Thousands of tiny sharp
PARALYSIS: The iris dragon’s unusually long claw is tipped with
teeth line their wide mouths; these constantly fall out and grow
potent venom able to cause paralysis in the stoutest individual.
back. They have thick legs, short webbed toes, and almost no
Any living creature that is clawed by an iris dragon must make a
claws. Their tail is short and crowned, with a knobby growth that
strength save or be paralyzed. This paralysis lasts 1d6 turns, or until
they drag behind them unknowingly.
a remove curse or remove paralysis spell is cast upon the victim.
The irs wyrms are born of the ichor that seeps from the greater
BREATH WEAPON: The iris dragon breathes a small puff of gaseous
irs wyrms. The hatchlings fall from their parent to sit upon the
spoors. These tiny particulates are actually bacterial parasites
that attack the victim’s nervous system. Anyone whom the
dragon breathes upon and fails to make a successful constitution
save collapses, shaking as if from seizures. The effect lasts for the
number of rounds equal to the dragon’s hit dice.

IRIS WYRM
AGE SIZE HD AC DB SR INT TR
1 1’ 2 12 – – 9 2
2 3’ 2 13 – – 9 2
3 4’ 3 14 – – 9 3
4 7’ 3 15 – – 10 5
MONSTERS & TREASURES OF AIHRDE 55
MONSTERS D
ground. They are witless, only possessed of a great hunger when IN AIHRDE
born, a need to take what other creatures possess. Many die The irs wyrm’s origins lie in the mind of Inzae. When that mother
beneath the crushing bulk of their parent, as it rolls to one side or of all dragons settled upon the mountains of Aihrde to bargain
the other, grinding them to pulp. But some move away, if slowly, with the All Father, she laid in a nest of her evil intent. This evil
leaving the parent without thought or remorse. seeped from her and settled in earth. From it came all manner
Flight is beyond them as they have no wings and no magic to lift of creatures, but one of the greatest and most feared were the
them from the dust. They move slowly, hopping from one spot to irs wyrms. Little more than a cloud of hate in their beginnings,
the next, resting for awhile, seeking any that they might dine upon. over time they took the shape of creatures they thought were
They frequently settle in the cities of men, deep dungeons, or any like Inzae. In this they failed, for they appear as little more than
abode that offers them plenty of food and an easy place to hide. beastly, puss ridden toads. In the early days, the goblins paid
homage to them, but even they abandoned them in disgust,
Being immortal, an irs wyrm never dies, unless slain by someone’s realizing that they were little more that giant parasites.
heroic actions. Even if they go unfed for eons, they live on,
dwindling some, but feeding off their own spite. But they cannot The irs is a horrid creature, reviled by all other living things,
grow unless they feed, and when they feed, they can grow to whether good or evil, lawful, or chaotic.
enormous proportions, becoming greater wyrms in their own right. DRAGON, KURLET (BONED)
COMBAT: The irs wyrm is inherently fearful, avoiding direct NO. APPEARING: 1
combat whenever it can. They hide near their prey animals, SIZE: Special (see below)
settling in their stench, burrowing into mounds of their own filth. HD: Special (see below)
Once settled, they emanate their aura of fear and begin “feeding” MOVE: 30ft., (see below) (fly)
upon those who pass near. The creature is very slow in melee AC: Special (see below)
combat, always losing initiative. It fights primarily with its tail, ATTACKS: 2 Claws (1d4), Tail (1d4), Bite (1d8)
turning on its heels to batter something with the massive knob SPECIAL: Breath Weapon, Spell-Like Abilities, Immunity to
on the end of that appendage, or immobilizing them with its Non-Magic Weapons (+1 or better to hit)
stench. The tail, however, has a small brain of its own, and often SAVES: P
does not act in concert with the creature, swinging randomly or INT: Special (see below)
not swinging at all. The lesser irs wyrm has no breath weapon. ALIGNMENT: Lawful Evil
TYPE: Dragon
FEAR AURA: Any creature within 100 feet of an irs wyrm is subject TREASURE: Special (see Appendix)
to the aura of fear that surrounds the beast. This aura causes feelings XP: Special (see page 7)
of dread, hopelessness, and fear of the unknown to overtake the
victim. Those who succumb lose their drive to carry on and often The boned dragon’s name is a contrast to its appearance. The
settle into a morose state of inaction. Those creatures within range beast is a winter dragon, normally only found in northern
must make a successful charisma save or suffer the debilitating climates where there is snow or ice year round. It is long, roughly
effects of the aura. At this point, the irs wyrm begins feeding, and the 25 feet when fully grown, but unlike its traditional relatives, it is
victim loses 1 point of charisma for every melee round they are held thick, and its scales broad, resembling overlapping plates. These
by the fear aura. The damage is not permanent unless the victim plates are super sensitive to the temperature, especially sunlight,
reaches a 0 charisma, at which point they become catatonic and absorbing as much of it as they can. The beast’s long neck ends
require powerful magic, such as a heal or restoration spell, to rouse in a broad, fang-filled mouth. Its tail is long, as well. Upon the
them. If the victim remains in the vicinity of the irs wyrm, within 24 end of its tail are long strands of hair. This hair ranges up the
hours, they waste away to a hollow skin covered skeleton. side of the creature, running its full length, where the back scales
meet the under scales, all the way to the head. Here they hang,
PARALYZING STENCH: When a creature comes within 20 feet resembling whiskers, though they do not stand out on the face
of a lesser irs wyrm, they encounter its powerful stench. The like a cat’s, rather they shroud the head from behind. The beast is
victim must make a successful strength save or be immobilized. bone white, hence its name, and its eyes are a deep blue.
The victim suffers 1d4 hit points of cold damage regardless of
the saving throw’s outcome. This paralysis is permanent unless They are solitary creatures that dwell in deep caves, sometimes
magically countered or dispelled or the wyrm is slain. hollowed from the icy landscape they call home. They horde
treasure like other wyrms and are clever enough to understand
IRS WYRM the world of men. They speak the common tongues of men and
AGE SIZE HD AC DB SR INT TR dwarves, elves and halflings, orcs, and other creatures with which
1 5’ 3 9 – – 4 4 they have come into contact. The boned dragon is immortal.
2 15’ 6 12 1 – 4 7 They are terrible in appearance, filled with a cunning and hatred
3 20’ 9 15 2 – 4 10 that they exude. They are unforgiving and very destructive. They
4 25’ 13 18 3 – 4 14 are cunning in the hunt, lying for long periods of time under

56 CASTLES & CRUSADES


D MONSTERS
the snow, waiting for prey to pass near. Alternately, they take BONED DRAGON
to the high, thin clouds looking for creatures traversing the icy
AGE SIZE HD AC DB SR INT TR
landscape, waiting for them to become exposed on cliff faces,
ledges, and the like. At which point, they swoop in and attempt 1 5’ 3 12 – 1 8 3
to knock them from their perch the ground below. 2 10‘ 5 14 1 2 10 5

COMBAT: The boned dragon attacks by rising with a blast of its 3 15 9 18 2 2 12 9


fetid, cold breath that drains the souls from men. It follows with 4 25’ 12 20 3 2 15 20
a ferocious attack with claw and fang. It keeps airborne as often
as it can, swooping in to dispatch the incapacitated victims from IN AIHRDE
which life has been drained. For the greatest while, the boned dragon dwelt in the high
reaches of the world, in the lands of Engale and northern
IMMUNINTY TO NON–MAGIC WEAPONS: It requires a +1 or better Aenoch. Some few migrated to the peaks of the Marl or other
weapon to hit a boned dragon. mountains. Dwelling far from the haunts of men, they remained
unknown and little spoken of in the lore of the dragon scholars.
SPELL–LIKE ABILITIES: The boned dragon casts wall of ice (1/day).
But with the coming of the Dark, things changed, and suddenly
BREATH WEAPON: The boned dragon breathes a blast of frigid their range opened up and the whole world became their hunting
air in a cone shape (determine the size of the dragon for the size grounds. They spread south and learned the joy of hunting men
of the cone, consult the Monsters & Treasure p. 20). A boned in the open country. They learned to love the taste of elf flesh
dragon’s breath drains the life energy of the victim, whether and to serve the Dark. The boned dragon became a favorite pet
through pure fear or by draining the victim’s psychic force. The to the Lords of Aufstrag and its population and influence spread
breath literally takes years off of the victim’s life. Humans and across the world of Aihde so that this terror of the frozen wastes
half-orcs age 1d10 years, halflings and half-elves 1d20 years, and became known all to well to the kingdoms of men.
dwarves and gnomes 3d20 years, and elves 1d20 years.

MONSTERS & TREASURES OF AIHRDE 57


MONSTERS D
When the Winter failed and the Horned God fell from the The lial beast is rare, found only in wide-open country such as
world into the abyss, the boned dragons found their range deserts, savannahs, or prairie. They are normally solitary hunters,
greatly reduced. But they adapted quickly, retreating to the high but occasionally travel in groups of up to 6. If so encountered, one
mountains and hibernating in the warm months, but awakening or two of them are generally hatchlings. They range over broad
in the winter to return to the plains and forests to hunt their territories of hundreds of miles, taking flight and hunting for prey
favored prey, humans. They remain a terror, and the most ardent from the air. They do nest, generally returning each year to the same
rangers know that to drive them from the lowlands you must nest. Sometimes they eat their prey where they kill; at others, they
hunt them in their dens and slay them in the mountains. bring it back to the nest to devour. They instinctively steal shiny
objects and are, therefore, one of the few lesser dragons who actively
DRAGON, LIAL gather treasure. Though they do not hoard it; they drop or weave it
NO. APPEARING: 1-6 into the nest. On occasion, these creatures nest in cities where they
SIZE: Special (see below) have learned to use their abilities to confuse and hypnotize crowds
HD: Special (see below) of people, stealing one or two of the crowd for dinner.
MOVE: 50 ft., 80 ft. (fly)
AC: Special (see below) They favor herd animals for prey; farmers often spot them as they
ATTACKS: 2 Claws, Front (1d2), 2 Claws, Rear (1d4), Tail swoop down singling out a lone cow, horse, or pig and drive it further
(1d4), Wings (1d2), Bite (1d8) from the herd, or scoop it up and carry it off. They are not averse
SPECIAL: Breath Weapon, Gaze, Rend, Spell Use, Wing Gaze to hunting other prey, and they have a dragon cunning that allows
SAVES: M them to attempt to mesmerize a victim to make it easier to kill.
INT: Special (see below) DRAGON MAGIC: The lial beast is magical and possesses several
ALIGNMENT: Chaotic illusionist abilities. Adult and mature lial can cast dancing lights
TYPE: Dragon (3/day), influence (3/day), hypnotism (2/day), blur (1/day), hypnotic
TREASURE: Special (see below) pattern (1/day) and hallucinatory terrain (1/day). Their caster level
XP: Special, see Appendix is the same as their hit dice.
Easily one of the most exotic and beautiful dragons, the lial beast BREATH WEAPON: The lial beast can strike its victims with a
is large with huge wings, with a 30-foot span when fully grown. cloud of clear gas that adheres to anything it contacts. The gas
The creature walks on two or four legs, the front being noticeably immediately liquefies, and appears as a reddish stain on armor,
shorter than the rear. Its body is squat and short, crowned by a long clothes, or skin. Upon contact, the solidified gas begins to burn the
neck and thin head and snout. The scales on the snout and back skin. In the first melee round, the skin becomes red and irritated
of the neck are long, like spears, and pointed. The lial beast raises (no effect to inanimate objects). In the second round the affected
these high when threatened or excited. The creature’s eyes are like skin feels as if it is burning, so much so that the victim becomes
many-faceted jewels and set high and far back on its brow. The lial distracted, suffering a -1 penalty on all to-hit rolls and attribute
beast’s scales on its body and legs are long, thin, and almost feather checks. The third plays witness to tiny black polyps appearing all
like; they are colored in more bright colors with no discernable over the affected area. These are expanding blood vessels. The
pattern. The wings consist of similar scales and colors. These pain is intense, causing a further -2 to to-hit rolls and attribute
make the creature look strange, as they stick out in almost any checks. All penalties are cumulative. On the fourth round, the
environment. It has long claws and a wicked, toothy snout. vessels begin exploding, spraying puss and blood as they do. The
damage is immense. Beginning in the fifth round, victims suffer
1d12 hit points of damage per round the gas remains up to the
eight round (roll on a d4). A constitution save is allowed for
each round the victim suffers the spray; a successful roll halves
all effects. Neutralize poison or delay poison can slow or remove the
threat. Water also neutralizes the venom. Leaping into a creek,
well, pond, or the like washes the liquid poison off; pouring a little
water on the victim (such as from a flask) will have no effect.

COMBAT: The lial beast spends much of its time in the skies, slowly
circling, ever searching for prey. It has keen vision and can spot
most movement and creatures both great and small. It is, however,
a rather delicate dragon, for its body, legs, and neck are thin so it
abhors direct attacks. Rather, it swoops down upon its victim, using
its breath weapon to confuse or disorient. It then lands, spreading its
multicolored wings and dipping its head low to beguile those who
are watching. It uses this attack to further cripple the prey’s ability to
defend itself. It pounces upon the prey, rending it and devouring it.
With more than one, it tries to separate one from the group.

58 CASTLES & CRUSADES


D MONSTERS
WING/GAZE: Any livings being viewing the lial beast’s wings and have the ability to retain history and lore without error. They
must succeed at a constitution save or be hypnotized as the spell. make places of knowledge their lair, sometimes even making
Lial beasts are not immune to their own gaze. It can only affect their home in a place of civilization, such as a dwarven kingdom,
creatures in front of the lial beast, and the creature can do no a wizard’s tower, or an active temple.
other attacks with its wings spread in this manner
The lore drake possesses extraordinary knowledge about the fantastic
LIAL BEAST and mundane. The older the dragon, the more knowledge it is likely
AGE SIZE HD AC DB SR INT TR
to have. They are secretive and tend toward the cryptic with their
knowledge; they do not grant it willingly to any who might ask.
1 5’ 1 8 – – 9 – This is not because of arrogance or any feelings of disdain for those
2 10’ 3 10 – – 10 – who might approach them, but rather to protect the knowledge
3 20’ 6 12 1 – 12 7 itself and make certain that it is not misused for someone’s gain or
4 30’ 9 14 2 – 14 10
some other’s loss. The lore drake is not aggressive either, excepting
anyone’s approach with seemingly little more than idle curiosity.
IN AIHRDE But they listen to everything said in their presence; they are very
intuitive and able to infer from another’s comments. The greater
The lial beast lives throughout the world of Aihrde. It flourished
drakes can, after listening to others speak, determine where they
during the Winter Dark and expanded its territory and numbers.
come from, their age, and often their lineage.
They are not uncommon. Their scales, thin and flexible, though
strong, are highly sought after and bring a good price from They are fluent in most languages: Common, Dwarf, Elf, Halfling,
craftsmen. A single scale can bring up to 15gp on the market, Gnome, Orc, Goblin, Hob-Goblin and Gnoll. They speak the
as craftsmen use them to fashion armor and some weapons. Any language of the elder drakes, as well as a wide variety of other
such weapon or armor gains a +1 to its to-hit or AC values. tongues and other dialects.
LORE DRAKE COMBAT: Although the drakes do not typically seek out combat, like
NO. APPEARING: 1 any dragon, they are fearsome warriors if they choose to engage.
SIZE: Special (see below)
HD: Special (see below) BREATH WEAPON: The drake breathes a cone of sound 50 ft. in
MOVE: 40 ft., 60 ft. (swim) length that deals 1d6 points of damage per hit die of the dragon.
AC: Special (see below) A successful wisdom save reduces this damage by half.
ATTACKS: Claw 2d6+3; Tail Slap 2d6+9, Bite 2d8+6; CRUSH: When attacking, a lore drake can crush and grind any
SPECIAL: Breath Weapon, Crush, Cold Immunity, Deepvision, lesser or equal size creature that
Legend Lore, Spell-Like Abilities, Twilight Vision, Water Breathing it crawls over, dealing 4d6 points
SAVES: P of damage; a successful dexterity
INT: Special (see below) save reduces this damage to half.
ALIGNMENT: Neutral A creature that has not had its turn in
TYPE: Dragon combat can opt not to act at all this
TREASURE: Special(see below) round, but must move its maximum
XP: Special (see page 7) movement to escape the drake’s
Although huge in size, lore drakes are crush attack; this reduces damage to
long and sinewy, with small vestigial zero, but causes the victim to forfeit all
wings. Their fangs, claws, and tails actions for the round
are still deadly. Not of any uniform COLD IMMUNITY: The lore drake is
color or striation, lore drakes are immune to all cold-based attacks
often mistaken for young dragons or effects.
of color. As they age, however, the
scales of a lore drake begin to grow WATER BREATHING: The
a crystalline covering, mimicking drake can breathe underwater
their most prevalent color. This indefinitely, and can freely use
covering makes them appear as if its breath weapon, spells, and
they are covered in thousands of other abilities while submerged.
tiny, glittering jewels.
SPELL-LIKE ABILITIES: They can cast
Lore Drakes are a rare breed of suggestion (3/day),; detect thoughts (3/
dragon; most encountered are day), stone shape (2/day), wall of stone
thousands of years old. The (1/day). The lore drake always casts as
drakes are naturally curious an 11th-level caster

MONSTERS & TREASURES OF AIHRDE 59


MONSTERS D
LEGEND LORE: The drakes retain any history, legend, or rumor told along the ground, tearing up vegetation, moving rocks, grinding
or read to it without error. They can recount this knowledge with things beneath it. Its torso is wide, fat beneath the plated scales
great flair, even detailing each derivation of tale or story they know. of its hide. Its legs are short, topped with wickedly thick claws.
Older drakes are filled with knowledge, having retained all that It has a very wide mouth, with disjointed fangs, that protrude in
their long lives have experienced or that they have learned. They every direction. Oft time, these fangs grind into the creature’s
have a bonus equal to their hit dice on all legend lore rolls. gums or jaws, bruising the flesh so much so that the jaws are
always a discolored purple or dark red. It has a broad, flat tongue,
LORE DRAKE as well. Its thick tail is lined with plate-like apertures that change
Age Size HD AC DB SR Int TR color when the beast feeds. Normally a deep blue, these turn red
when the creature is fed or while it’s feeding. The creature is a
1 4’ 6 13 1 1 16 4
deep yellow-brown color.
2 10’ 8 15 2 2 17 8
3 16’ 10 17 3 4 18 12 The maegle dragon is rather unintelligent, unable to speak any
4–6 20’ 12 19 4 8 19 16 languages or comprehend any. It has no magic using ability and
little ability to empathize with any other creature. Its overriding
7–9 30’ 15 21 6 12 20 16
drive is to feed and sleep. When they are famished, they are very
10 40’ 20 22 8 16 22 18
aggressive, but after a meal, they care little for any activity and are
11 48’ 26 23 10 16 25 18x5 almost docile.
12 56’ 33 24 10 18 30 18x10
When they do feed, it is a horrific process. They take their prey into
IN AIHRDE their mouths, and through the force of their jaws, grind the victims
Lore drakes trace their line back to the beginning of their kind, to a pulp. They grip the tattered remains of the tenderized flesh
when the dragon god Inzae gave a clutch of eggs to the All Father, in their mouths where they suck the blood from the morass. It’s a
and he brought them into the world. They avoided many of the sloppy, brutal process. When all the nutrients have been sucked
conflagrations of the early years, from the Kinship Wars to the out, the mangled corpse is dropped, and the beast moves on.
Goblin-Dwarf wars. The early Dwarf Kings utilized them as sages,
The maegle dragon travels in small packs, usually up to six or so. They
and soon after, it became common to find these creatures in the
lay their eggs in warm vegetation, sand, and the like. They leave their
holds of the greater dwarf lords. These are the closest dragons to the
young to hatch and fend for themselves. The maegle is found in many
dwarves and the only who have ever befriended them. Some hold
climes, but generally warm and hot subtropical or desert environments.
that the dwarves themselves bred them, but this is not true, for it
They are particularly adapted to swamps and wetlands.
was never in the hearts of the dwarves to treat with living things,
their desires lay upon the forges and the construction of things. COMBAT: The maegle dragon does not stalk its prey; rather it lies
in wait until something passes near. Once something is close, it
The lore drakes did not fare well after the fall of the dwarven
launches its attack, attempting to grab the prey in its jaws, hold
kingdoms, and their numbers dwindled. Traces of them vanished
it still, and crush it. It holds on to its prey, not retreating,
during the Winter Dark, so much so that many believed they
nor dropping it even if attacked (see Crush below). It
had become extinct. Though in the end, King Dolgan of
holds and grinds the victim until it can eat it. It is able
Grundliche Hohle rescued one and brought it to the halls
to blend with its environment fairly well.
of his realm. An elder dragon, he spoke of others of
his kind, hidden in the deeps of the world. CRUSH: Any victim suffering from the
maegle dragon’s bite risks the crush attack.
DRAGON, MAEGLE
In the following round, they automatically
NO. APPEARING: 1–6 suffer 1d10 points of damage each
SIZE: Special (see below) round. They can attempt to break
HD: Special (see below) free, but this is almost impossible,
MOVE: 30 ft. as the maegle wyrm does not
AC: Special (see below) open its mouth, shift is
ATTACKS: 2 Claw, (1d4 each), Bite (1d8) grip, or anything else. A
SPECIAL: Breath Weapon, Crush, Disease successful strength
SAVES: M
INT: Special (see below)
ALIGNMENT: Chaotic Evil
TYPE: Dragon
TREASURE: Special (see below)
XP: Special (see page 7)

The maegle dragon is a brute of a


creature. Thick of body and limb, it drags itself
60 CASTLES & CRUSADES
D MONSTERS
check (CL equal to the dragons HD) must be made to break free. The musk dragon is a long, thin beast, a distant relative of the
If the dragon suffers 50% of its hit points in damage ,it spits the red dragon. A long tail and head match its snake-like body. Adult
victim out; it then uses its breath weapon to defend itself. musk dragons are often 30 feet long. It has a long snout and wide
jaws, filled with massive fangs. Thick, syrupy musk constantly
DISEASE: Small cuts and abrasions riddle the maegle dragon’s mouth, streams from the beast’s mouth, hanging in rope-like tendrils to
mostly from its own teeth chewing into its gums, but also from the the ground or splattering against its side. Its legs bend toward
struggles of its victims. These wounds play host to a highly contagious its body, making for an ungainly look, but allow the creature to
disease that weakens the body’s ability to defend itself. Unless a attain very rapid speeds and allow it to gain purchase in the tops
successful constitution save is made, the victim’s natural healing is of trees or upon the sides of cliffs. Its skin is thick and consists
reduced by 75%, and curative spells are reduced by 50%. For instance, of small, indiscernible scales from head to toe. Only around its
it takes 4 days for the victim to naturally heal one hit point and a cure eyes are the scales a little larger and noticeable. Upon its back
light wound spell would only cure 1d4 points of damage. are large wings that fold in upon themselves when the creature is
not in flight. The musk wyrm has little intelligence, and its eyes
BREATH WEAPON: The maegle can cough a gout of acidic breath
reflect this in vacant, hungry stares.
upon its victims that is really little more than an extension of its
disease–ridden mouth. Those caught in the cone of gas and acid Musk dragons congregate in pods of up to eight. When they
suffer the same effects as from the creature’s bite. A successful breed, they spawn, and hundreds of tiny wyrms are forever
constitution save negates the clouds effects. crawling about until they are devoured by their parents or
other predators. Only a few live to young adulthood and these
MAEGLE DRAGON
either fight their way into an existing pod, or travel off to start
AGE SIZE HD AC DB SR INT TR their own. They are found in most temperate environments,
1 3’ 4 17 1 – 3 4 but prefer hot country, jungles, scrub, and even deserts. They
2 6’ 8 19 2 – 3 8 are highly territorial, ranging over broad regions, marking trees,
rocks, and the like with their huge claws. They investigate all
3 12’ 16 21 3 – 3 16
trespassers and often attack them. Only the musk goblins are
4 18’ 20 23 4 – 3 20 able to live in the shadow of these beasts, and often they are
also devoured, killed, or maimed by their protectors.
IN AIHRDE
This beast is often associated with Thorax the Red Duke, lord Musk wyrms always hole up in natural caves where there is a
of chaos and evil. Seeing one is believed to be the sign of the water source. The dens are usually very deep in the ground. They
red curse, a blight on the viewer who has somehow garnered hoard treasure like larger dragons, picking over the debris of their
the attention of the Duke and must suffer his wrath. Slaying the feeding to pull back anything that interests them. They do not
beast is the only way of removing the curse, as this cuts the bonds pile the treasure in any noticeable fashion, but rather drop it
between mortal and immortal. wherever they are in the den. There is almost always a grove of

The Crna Ruk and other assassins often seek out the maegle dragon.
They use their saliva as a potent poison that retards people’s abilities
to heal and makes the assassin’s job that much easier. For years,
the Crna Ruk hired and trained rangers to hunt the beasts, subdue
or kill them, and extract the poisons from their gums and teeth.
Generally, a small vial of the toxin costs between 100gp and 500gp.

DRAGON, MUSK
NO. APPEARING: 1–8, spawn
SIZE: Special (see below)
HD: Special (see below)
MOVE: 60 ft., swim 30 ft.
AC: Special (see below)
ATTACKS: 2 Claws (1d4), Bite (1d6), Tail (1d4), Wing (1-2)
SPECIAL: Breath Weapon, Camouflage, Poisonous Bite, Spell-
Like Abilities
SAVES: P
INT: Special (see below)
ALIGNMENT: Chaotic Evil
TYPE: Dragon
TREASURE: Special (see below)
XP: Special (see page 7)

MONSTERS & TREASURES OF AIHRDE 61


MONSTERS D
bandy willows around their dens, as the sapling of these peculiar MUSK DRAGON
trees can only take root in the droppings of musk dragons. The
AGE SIZE HD AC DB SR INT TR
grove usually hides the den’s entrance, and it serves as a place of
refuge for the small breed of symbiotic goblins that dwell with the 1 1’–3’ 1–3hp 8 – – – –
musk dragons. 2 5’ 2–4 12 – – 8 4
3 15’ 5–8 14 4 – 10 9
They are the most vicious of the miasmal wyrms, filled with an
4 30’ 8–10 18 8 – 12 10
ever driving urge to kill, a remnant or shadow of its larger cousin.
They attack in packs or singly, for they are fearless. They fight IN AIHRDE
amongst themselves constantly, the larger or stronger gain the
first place at the meal, the warmest place in the sun, and so on. Must Wyrms dwell throughout the world of Aihrde, living in the
central temperate belt. They are very common in the Cradle of
DRAGON MAGIC: Musk dragons possess inherent magic abilities. the World, around the Luneberg Plains, the Toten Fields, Punj,
They acquire these abilities as adult dragons. They are as follows: Rhuneland, Aufstrag, and the Red Hills. The lords of the Winter
locate object (3/day); 4 hypnotism (1/day). Their caster level is the Dark used them as hunting beasts when they ruled the land not
same as their hit dice. so many years past, breeding them and keeping them as pets and
using them to hunt elves and other fey. But it was against the
BREATH WEAPON: Once a day, the musk dragon can cough up halflings they were most commonly used against. Many of those
a cloud of thick, flammable gas. Any creature within a 20 foot folk fled to the Grossewald forests and fought a long, bitter war
radius of the dragon’s snout suffers 1d4 points of damage per against the Winter Dark. The dragons hunted them, rooted them
round they are in the cloud. The cloud is subject to wind currents out and killed or maimed them with disease. The halflings became
and the like, but will dissipate in 1d6 rounds regardless of the skilled at many tasks, not the least of which was dragon slaying and
weather. A successful constitution save reduces this damage by they counted many musk wyrm in their tallies. They developed
half. If there are any open flames in the cloud or any open flames magical bells to warn them of the approaching wyrms, and they
enter the cloud before it disperses, the cloud will explode, causing set ambuscades and traps to kill or wound the beasts. To this day,
a further 1d10 points of damage to any in the area of effect. A the wyrms still dwell in those parts. Though the breeder pens have
successful constitution save reduces this by half, as well. long since fallen into ruin, the dragons themselves thrive in the
wild world that is the ruin of the Winter Dark.
COMBAT: Musk wyrms are vicious creatures and usually begin
their attack by rushing a creature from hiding, biting it with its DRAGON, NAKAL
poisonous maw and retreating back. They often appear as if they
are just defending their territory or trying to drive an intruder NO. APPEARING: 1, 2-5
out, but they are, in fact, waiting for the poison of their bite to SIZE: Special (see below)
infect the wound of the victim and incapacitate them; if pressed HD: Special (see below)
they fight like any cornered animal, using their bite, claws, and MOVE: 30 ft., 30 ft. (fly), 20 ft. (swim)
tail simultaneously. They rarely use their breath weapon, saving AC: Special (see below)
this nasty attack if forced to flee, hoping the flammable cloud will ATTACKS: 1d2 Tail (1d2), Bite (1d6)
dissuade any would be pursuers. SPECIAL: Fly, Infection, Move Silently, Poison Barb, Rake,
Scent
CAMOUFLAGE: Musk dragons can remain motionless in the scrub, SAVES: P
sand, or brush for days. See page 47 for full camouflage ability. INT: Special (see below)
ALIGNMENT: Neutral
POISONOUS BITE: A successful attack from a musk wyrm’s bite TYPE: Dragon
exposes the victim to a bacteria-based poison. In addition to the TREASURE: Special (see below)
bite damage, the victim must make a constitution saving throw, XP: Special (see page 7)
or the poison infects the bloodstream. The victim becomes septic
within an hour, and the victim begins to hyperventilate, losing The nakal dragons are small creatures, ranging up to 12’ with
strength, focus, and control of his actions. After that, unless the tail. They stand more like a bird than a lizard, moving rapidly
cured, he suffers 1 point of incurable hit point damage every turn through the forest on their two, thick hind legs. They have
until death. During this time, the pain causes the victim to suffer enormous clawed feet. Their arms are small and used for little more
a -2 penalty to all actions and checks. Delay poison will delay the than balance for the thin membrane that serves as wings and that
poison’s effect, while remove disease, neutralize poison, cure critical stretches between their arms and their body. They range in color
wounds, or a more powerful curative spell will remove it entirely from a rusty red to a deep green. Their underbellies are almost
(though not the damage; a restoration spell is required to return always a sallow yellow and scaled with tiny scales that look more
a victim to full). like chips of bark. They have a ridge of spines, each one connected
to the one behind it with a thin skin laced with thousands of tiny
veins. Their snouts are wide and culminate in a beak upon the
upper jaw, which they use to tear flesh or armor. Their long, narrow
tail ends in a bulb upon which rest a host of barbs.
62 CASTLES & CRUSADES
D MONSTERS
The nakal dragons live in heavy forests or jungles in almost any MOVE SILENTLY (DEXTERITY): The nakal can move silently while
climate. They are very territorial, marking their territory by stalking its prey. This ability allows the dragon to move so silently
dragging their sides against large trees. Their territory ranges up that others cannot hear the movement. The creature can move
to 15 square miles, depending on the size of the dragon. They up to one-half its normal move without penalty. At more than
only cross out of the territory if food becomes short, or in the one-half or up to normal speed, the creature suffers a -5 penalty.
case of males, to hunt out an adult female with which to mate. Once it attacks or charges, it cannot move silently.
Though often encountered alone, nakal dragons occasionally
travel in groups of 2-5. If traveling in a group it is usually a family RAKE: If a nakal dragon successfully bites, it lodges its beak in
group of one adult female, one or two hatchlings, and one young the victim. By leaping up and using its wings for balance and lift,
adult female. On occasion, males travel in pairs, a young adult the creature can make two rake attacks with its hind legs. These
attaching itself to the older mature nakal in order to hone its attacks have an additional +3 bonus to hit, and inflict 2d4 hit
skills as a hunter. Female young adult nakals do the same with points of damage each.
a mature female for hunting and nesting. In both instances the
SCENT (WISDOM): Upon a successful check, the creature can
young adult constantly challenges the older until it is able to kill
track its victim. These creatures are natural hunters, able to
it and take over its territory.
“sniff out” singular scents, even when that odor is overpowered
They can fly only short distances of 100–120 feet. They use by another. They can follow dry trails up to 24 hours old without
their legs to leap and their wings for lift. They can cast fly penalty. After 24-hours, they suffer a -1 penalty and an additional
three times a day, however. They often use this ability if it -1 penalty per day following. Scent functions to a range of 30
allows them to get a better vantage on feet. Winds, weather conditions, and other situations may
their prey. Their wingspan is large, render this ability useless or reduce its
despite their lack of flight ability, and potency. Other effects are at the Castle
allows them to glide great distances Keeper’s discretion.
if they drop from a precipice or from
POISON BARBS: The nakal’s tail ends
the tops of tall trees.
in a lump of hard flesh covered
The nakal are highly predacious and in thousands of tiny, venom-filled
skilled hunters. They are always barbs. With a successful strike, a random
on the move, searching for the number of barbs stick in the victim. They
scent of their prey, generally immediately inject venom into the
wild animals, but they are keenly skin, which paralyzes the tissue around
intelligent and inquisitive and will the wound (not more than an inch
hunt prey wandering into their in diameter). This paralysis numbs the
territory. This, of course, makes humans, wound, so the prey often remains unaware
demi-humans, and humanoids perfect of the barb. A successful intelligence check (CL
targets. Once they have picked up a scent, 4) reveals the skin is numb. The numbness lasts 1
they track the creature until they find it. They turn. After one full round of being struck, the venom
single out what appears to be the weakest and begins acting as a calming agent, suppressing the prey’s
smallest in the herd and attack it. instincts to flee or fight (save on successful wisdom check).
Victims who fail their save immediately cease all actions that
DRAGON MAGIC: Nakal have very limited magical abilities. would constitute resistance. Four full rounds after being struck,
They can cast a fly spell upon themselves three times a day. The the prey’s joints begin stiffening, so that by the fifth round, the
creature casts as an 8th level wizard. victim is paralyzed (save on successful wisdom check, CL 6). The
dragon then eats the paralyzed victim. The paralyzation lasts for
COMBAT: Nakal stalk their prey until the creature(s) move into 24 hours. Delay poison will delay the poison’s effect, while remove
an open area that allows the dragon to use is weak wings to attack disease, neutralize poison, cure critical wounds, or a more powerful
by a sudden rush and leap, their wings giving lift and balance. If curative spell will remove it entirely.
the area allows, they leap and cast fly, attacking their prey from
above, using their weight to drive the victim to the ground. They INFECTION: Where the barbed tail strikes, it leaves poisoned
try to attack from behind or above, leaping onto a creature and barbs. These barbs have venom on the outside, but the inside
biting it in the back or head, while raking with their two enormous is poisonous as well. When pulled from the tail, a small lump
clawed feet. Once a victim goes down, whether it is dead or alive, of white tissue comes with it. This tissue is full of bacteria (the
the nakal continue to hold on with their beak and rake with their bacteria thrive on the venom lodged in the barbs, keeping the
claws, while striking with its barbed tail and lodging small darts in nakal dragon from poisoning itself). The bacteria infect the
its skin. They secrete a noxious poison that causes massive tissue wounded area, rotting the tissue from the inside out. It takes
damage and paralysis. The attack continues until the victim stops many hours for the tissue to actually rot. The victim has a
moving. They let go only if attacked, and they viciously defend throbbing pain, and he takes 1 point of damage per hour
their prey as long as it seems feasible. for eight hours. Then the victim’s skin suddenly collapes,

MONSTERS & TREASURES OF AIHRDE 63


MONSTERS D
revealing a huge, deep hole, several inches wide. The tissue victims slowly, over several days’ time. Often victims don’t even
often forts to the bone. Discovery of the wound is possible, know they are feeding the dragon, but assume some illness has
though not likely, as it looks like red sore spot until the flesh overtaken them and is wasting them away.
gives away. Delay poison will delay the poison’s effect, while
remove disease, neutralize poison, cure critical wounds, or a These dragons are very capable stalkers, able to blend in with
more powerful curative spell will remove it entirely. Victims their environment much like a chameleon. But more than those
poisoned by the barbs suffer damage while paralyzed and have fated lizards, the ring dragon can change the color of his skin in
little knowledge of the bacterial infection devouring their patches. Each portion of its body reflecting the terrain it’s in, so
skin. Unless healed, the effects of the wound remain for 7-12 that it can lie half in the shade and half in the sun, allowing its
days(d6+6), reducing all physical ability checks by -1. body to be both dark and light at the same time. This makes the
beast even harder to see and allows it to follow its victims over a
BREATH WEAPON: They have no breath weapon. great distance, changing as does the terrain.

NAKAL DRAGON Ring dragons prefer elf above all things, and they particularly
AGE SIZE HD AC DB SR INT TR
relish devouring them. After a ring dragon’s victim has died, the
creature lingers to eat it. Once the victim is alone, buried or not,
1 1’ 1 8 – – 6 – the ring dragon retrieves the body and devours it, bones and all.
2 5’ 2 10 – – 6 –
3 10’ 3 14 2 – 7 – Ring dragons are highly adaptable, living in almost every clime
and terrain. They dwell in small dens, but range far from their
4 12’+ 4 16 4 2 8 –
homes in search of prey. They are never found in pairs except
THE NAKAL DRAGON IN THE WORLD OF AIHRDE when they mate.

The nakal dragons live in most forested environments throughout


Aihrde. They can withstand extreme temperatures. They prefer
old growth forests and are most commonly encountered in
Aenochia, Ethrum, Inklu-Naid and Aroyo. In the Cradle of
the World, they are most commonly found in the Darkenfold,
Eldwood, and Kellerwald. Many markets sell poisons or toxins
derived from the nakal dragon, especially in the sprawling cities of
the New Empire or Avignon. The Fontenouq hunt them, and at
times, capture hatchlings and train them as guardians.

DRAGON, RING (INETH)


NO. APPEARING: 1
SIZE: Special (see below)
HD: Special (see below)
MOVE: 20ft., 40 ft. (fly)
AC: Special (see below)
ATTACKS: Bite (1d10)
SPECIAL: Camouflage, Diminish Attribute
SAVES: M
INT: Special (see below)
ALIGNMENT: Chaotic Evil
TYPE: Dragon
TREASURE: Special (see below)
XP: Special (see Appendix)

Ring dragons are small, fragile looking creatures. A dozen legs,


with slender, black clawed feet, line their long, sinuous bodies.
With four interlocked wings, they are highly mobile and very
fast. A long neck tops it all, with a slender head and jaws lined
with thousands of tiny teeth. The ring dragon ranges in color,
depending on the environment.

The ring dragon is wickedly evil. It stalks its prey and slowly
feeds off of it, draining it of its life essence. It can do so them
up to 50 feet away (see below). These dragons are rarely seen,
keeping themselves at a distance, drawing the essences from the

64 CASTLES & CRUSADES


D MONSTERS
Like all dragons, they have a great love of shiny things, so they do DRAGON, SPIKE TAIL (TULMAT)
keep treasures they find and bring them back to their lair. NO. APPEARING: 1
COMBAT: The ring dragon stalks its prey, remaining unseen, SIZE: Special (see below)
until the prey goes to sleep. The creature positions itself within HD: Special (see below)
50 feet of the victim and within site of it and then settles into a MOVE: 30 ft., 80 ft. (fly)
trance. Linking with the victim, the dragon begins to breathe in AC: Special (see below)
the poor creature’s life essence. It does so slowly, over time. It ATTACKS: 2 Claws (1d6), Tail (see below), Bite (1d12)
usually takes 3-4 days to drain the creature. The ring dragon has SPECIAL: Breath Weapon, Tail Spike (poison)
no breath weapon. SAVES: M
INT: Special (see below)
CAMOUFLAGE: Ring dragons can conceal themselves exceptionally ALIGNMENT: Lawful Neutral
well in any environment. When concealed and motionless, they TYPE: Dragon
receive a +5 bonus to hide checks and +10 to surprise checks. TREASURE: Special (see below)
XP: Special (see page 7)
DIMINISH ATTRIBUTE: Whenever the ring dragon is within 50
feet of its victim, it can feed off the creature’s life force. It must The tulmat, or spike-tailed dragon, is a large creature with a body
be undisturbed for 1 full round, at which point, it enters a trance some 20 feet long and a tail and neck of equal length. When fully
and begins its feeding process. The victim must make a successful mature, the creature can range up to 70 feet long and have a
constitution save, or suffers a loss of 1d4 points of constitution. wingspan even longer. They are light green creatures with a hint
This attack is almost always done while the victim is sleeping. of orange in the membranes of their wings. Their eyes are sharp
The dragon only attacks once a night, becoming satiated on the and narrow and sit astride a fang-filled snout, the end of which
creature’s life force. It continues to feed until the victim reaches is capped by a boney aperture that looks somewhat like a horn.
a constitution of 0, at which point, the victim is dies. Its hind legs are long and thin, and it has no forearms. Unusual
for dragons, its belly is armored as much as its backside, though
INETH DRAGON its spine is lined with thick plates. Behind its head, long hair–like
AGE SIZE HD AC DB SR INT TR feathers grow, and its tail ends in a knob of small spikes.
1 1’ 1d8 12 – – 13 –
The tulmat dragon nests in high mountains, or on occasion, in
2 3’ 2d8 14 1 – 13 1 very tall and large trees. They range over a vast swath of country,
3 5’ 2d10 14 2 1 14 2 hunting for prey. They do so by floating on the updrafts, much as
4 5’ 3d8 15 3 1 16 3 does a normal bird of prey, watching for movement. They have
extraordinarily good vision and can detect even slight movements
IN AIHRDE at great distances. Being intelligent, they are also able to discern
Ring dragons owe their origins to the peculiarity of happenstance. what exactly they are looking at. They do not shy away from
As the learned are aware the Langue of Creation is the source of attacking large parties, knowing that their breath weapon can
all magic in the world of Aihrde. The Language represents the holy kill creatures quickly. They are not vengeful, however, and eat
words of the All Father, and understanding it and its use is a task only what they need. If during a combat they have immobilized
that only the most ambitious of wizards and priests pursue, and aside their prey and the opportunity to seize it and carry it off presents
from a precious few, no one is able to grasp. But use of the Language itself, the tulmat does so, carting the unfortunate victim to its
is not uncommon amongst the very powerful, but neither is its nest to be devoured.
misuse. In their attempts to grasp the Language, words are twisted,
turned upon themselves, or even wholly misspoken. These words are They are solitary creatures and are only seen with others of their
dangerous to the users, but tend to linger in the world as curses and own kind when they are mating. At such times, they are very
malevolent forces that forever hound the kingdoms of the world. aggressive. They give birth to live young, usually during flight.
The young quickly adapt to flight or die. The tulmatbuild nests
The ring dragons come from just such misspoken words. When evil much as do birds from woven branches, sticks, and similar debris.
priests, wizards, and their ilk attempt to use the Language and fail, These are usually very tall and deep, as they renew them each
then often the words tumble to the earth like solid things. These year. Here, they keep their treasures, as the tulmat wyrms are
words are powerful curses and they remain dormant until such particularly inclined to take gems, jewels, magic items, and even
time as the world moves them. On rare occasions these dormant gold when the opportunity presents itself.
curses are touched by the undead; when this happens, the curses
evolve, springing to life as mimicry of the dragon-goddess Inzae, The tulmat are intelligent, able to speak the Vulgate clearly.
whom the All Father met upon the Great Empty. These dragons They do not think like most other creatures so they often do not
are, of course, ring dragons, very rare but deadly. understand them.

In Aihrde, they are highly prized by wizards of all make, for some COMBAT: The tulmat wyrm hunts its prey from the heavens.
believe that they possess tidbits of the All Father, being physical It takes flight from its nest, flying in broad circles, searching for
manifestations of his magic, even if misspoken. its prey. It is discerning. When it chooses its prey, it swings wide

MONSTERS & TREASURES OF AIHRDE 65


MONSTERS D
behind it, keeping very high. Once in position, the beast drops
into a steep dive, attempting to surprise the prey from behind.
Once directly behind and over the victim, it breathes a blast of
poison gas upon it, swoops up, and takes to the air once more,
giving the breath weapon time to incapacitate the creature. If it
does not seem to be working, it takes a second swoop at it. Once
the prey is down, the dragon swoops in and secures the kill by
either carrying it off or landing on it and making sure nothing
else claims it. It rarely eats where it has killed, but rather carries
the unfortunate victim off to its nest to be devoured.

BREATH WEAPON: A tulmat dragon’s breath weapon is a


caustic vaporous gas that kills the breather’s hemoglobin in
the victim’s red blood cells. Hemoglobin carries oxygen to the
brain; without it, the victim dies in short order. The victim
must save aversus breath weapon, if they succeed, the gas has
no effect. If they fail, the gas attacks the victim’s hemoglobin,
destroying it. The effects begin in 1d4 rounds, as the victim
begins feeling light headed and becomes unable to concentrate
on things like spells, weapon usage, etc. After the initial 1d4
rounds pass, the victim’s brain begins to starve, and the victim
begins to take physical damage from oxygen depravation. Then,
the victim can no lnger take any actions. The gas continues to
attack the hemoglobin, dealing 1d4 points of damage per hit
die of the dragon for every round after the initial 1d4 until the
victim dies. The effects of the gas can be stopped by a ranger’s
neutralize poison or any similar spell or action.

TAIL SPIKE: Tulmat dragons possess scores of tail spikes. A caustic


poison laces the spikes. It is very similar to the creature’s breath
weapon. When the dragon scores a successful tail attack spikes
break from the tail and lodge into the victim. The victim must
make a successful constitution save, or he suffers the same effects
of the breath weapon, though it takes 1d8 rounds to take effect
and only deals 1d2 points of damage per spike. The creature only
has 12 spikes, and it takes several days for them to grow back. It
uses them sparingly.

TULMAT
AGE SIZE HD AC DB SR INT TR
1 10’ 4 15 1 – 12 4
2 25’ 8 16 2 – 12 8
3 40’ 12 17 3 – 14 12
4 70’ 18 28 4 – 15 18

IN AIHRDE
The tulmat wyrm has long haunted the skies of Aihrde.
Originating in the deeps of the Zuala jungles as an offshoot of the
more powerful green dragons, they spread rapidly into the north
and are now common in all climes and regions.

During the long wars between the dwarves and goblins, when
the kobold peoples first came to Aihrde, they encountered the
tulmat wyrms before all other creatures. The learned say that
when the tulmat wyrm first encountered the kobolds, they took
pity on the small creatures, largely because thier bellies were

66 CASTLES & CRUSADES


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full; it is not entirely known why the dragon did not feed upon
the kobolds. They lived for a great while in the shadow of one
another, working in concert on occasion.

The kobolds tell of a time when a tribe of men pressed their


peoples living in the northern mountains. The war dragged on
for several years, and the expansion of the men began to threaten
the hunting grounds of several of the tulmat. These creatures
attacked the men so fiercely that the kobolds came to them with
promises of gems and jewels if they would help them drive the
men from the plains. This arrangement began a century’s long
alliance between these dragons and the kobolds. Eventually, the
dragons allowed the kobolds to ride them, but only with promises
of saddles studded with jewels and gems of wondrous beauty.
Even today, the powerful kobold tribes live near tulmat dragons,
feeding them and working with them on their long hunts.

DRAGON, TAGEAN
NO. APPEARING:1
SIZE: Special (see below)
HD: Special (see below)
MOVE: 50 ft., 80 ft. (fly)
AC: Special (see below)
ATTACKS: 2 Claws (1d2), Tail (1d4), Bite (1d8)
They possess some intelligence, and can speak a rudimentary form
SPECIAL: Acid Secretion, Breath Weapon, Rend, Spell Use,
of the Vulgate and use some limited magics. They do not normally
Rend
attack humans, elves, and the like, but will do so in defense. If
SAVES: P
properly induced in payments of food, they offer their help.
INT: Special (see below)
ALIGNMENT: Neutral Good DRAGON MAGIC: By concentrating on an object they are lying on
TYPE: Dragon or grasping, the tagean wyrm can cast heat metal. This ability has
TREASURE: Special (see below) no set limit. It can also cast water breathing on itself 3/day. The
XP: Special (see page 7) wyrm casts as a druid of the same hit dice.
The tagean wyrm is a long, thin, light blue or green dragon. It BREATH WEAPON: The tagean wyrm has a very weak breath
ranges up to 30 feet, including its tail, but this appendage is weapon. Three times each day it can cough up a thick cloud of
always half its body length and is shaped like a broad leaf. The gaseous material which obscures any but magical vision. It uses
creature has long legs, clawed and webbed feet, but a short, thick the cloud to shield its escape.
neck. Its head is armored better than its body, and its short snout
is filled with scores of razor sharp teeth. It has wings, thin and COMBAT: The tagean wyrm is not aggressive and generally only
wide, that can fold in upon the creature’s back, blending in with attacks when it is hunting or threatened. It is able to assess
the creature’s long, thin scales. The tagean wyrm spends much most encounters and tries to flee from anything it deems too
of its time in water and suffers predation from giant sharks and threatening, usually heading for the open water via flight. When
other creatures, so it has developed thick, long, segmented scales cornered or hunting, though, the creature attacks with a mad
for protection. On its narrow chest area, the pattern is broken, rush, raising up on its hind legs to grasp its victim. Using its broad
as one large, almost perfectly round scale exists. In an adult, this tail for balance it leaps upon the victim and rends it with its hind
scale can be three feet in diameter. legs. It continues pressing down, using its ability to secrete acid
to wound or kill its enemy.
This rare creature is found only near warm ocean water, where it
spends a good deal of its life, hunting and for safety. The creature ACID SECRETION: When a tagean wrym is out of the water it
is largely benign, but can be very dangerous as it will eat anything. secretes a chemical with a substance like tar, with the properties
It comes onto land frequently, both to hunt and nest. When on of acid. This acid is extremely hot and burns whatever it comes
land, it secretes a thick residue to coat its scaly hide. It’s acidic into contact with, soaking into it and scarring it. Anything so
in nature and at first burns whatever it comes into contact with; coated suffers 3d6 points of damage the first round and for 1d4
eventually the secretion hardens into a thick, almost unbreakable rounds afterwards. A successful constitution save reduces the
shell. They roam in groups of 1-6 and work in tandem to hunt damage by half.
prey. They do this by spreading out and driving the prey into the
nesting area where they fall upon it and rend it to pieces. REND: An opponent held in a tagean wrym’s grip suffers a series of
rakes and bites, as the dragon’s claws and teeth slash and bite the
MONSTERS & TREASURES OF AIHRDE 67
MONSTERS D
victim. The unfortunate victim of this rending automatically takes the back of their skulls are long, thick, cone-shaped spikes that serve
damage from all of the tagean wyrm’s attacks. No saving throw can as armor for the soft tissue of their upper backs and neck. Beyond
reduce the damage, nor is the wyrm required to make an attack roll. this soft tissue, they range in color from mottled grey to deep green.

TAGEAN WYRM Unk wyrms are solitary hunters and are only encountered with
AGE SIZE HD AC DM SR INT TR other unk dragons when they are breeding. At such times, the
male secretes a very powerful musk from glands on the back of
1 4’ 1 15 – – 10 –
the neck. The musk drives both males and females into a frenzy,
2 8’ 4 16 – – 10 – and they will attack almost anything they come across. Females
3 15’ 5 18 – – 11 6 are attracted to the musk and will travel great distances to find
4 30’ 6 20 1 2 12 8 its source. In such times, it is not uncommon to encounter a
dozen or so unk dragons in one area. If encountered during musk
THE TAGEAN WRYM IN AIHRDE (1-20 chance), the dragons gain a +4 to all attacks and saves.
This dragon is a very rare creature and is ound almost exclusively The unk wyrms are voracious feeders, and after they exhaust
along the coasts of the Straights of Ursal and the Sea of Shenal, the food supply in one area, they move to another. For this
and men more commonly encounter them in the Gelderland and reason, they are encountered almost everywhere. Their ability to
the wilds of Aenochain Valley than near any civilized land. The camouflage themselves allows them to change colors and blend
Tageans prize the beasts and never kill them, for they have learned in with the new environment. They are stationary hunters as
to harvest the trees the tagean wrym despoils. For when the beast well. They are not able to move quickly so they hide themselves
climbs onto trees, hunting or taking in the sun, its secretions burn and wait for a target of opportunity to pass by.
and harden the trees it uses. Many tagean smiths value these husks,
as they harvest, shape, and hone them into battle spears. Further, Unk wyrms live in almost any climate and any terrain. They prefer
the chest scale serves as a light weight, indestructible shield. The rocky, scrub, forest or desert terrain, where they can take greater
tageans honor the beast and build temples in its honor; these dot the advantage of the environment and use their camouflage abilities.
surrounding islands. Killing one is tantamount to an act of war from They are competent, if slow, swimmers, and can use the thin
the men of tagea so holy has the beast become. membrane that stretches between their forelegs and torsos to float
or glide at sea. Sailors have reported sighting these strange horned
DRAGON, UNK dragons bobbing in the deep oceans.
NO. APPEARING: 1, 1-12
SIZE: Special (see below) DRAGON MAGIC: Unk wyrms have the ability to cast minor
HD: Special (see below) illusionist spells. They can cast, once per day, the following spells
MOVE: 20 ft., 10 ft. (swim as a 5th level illusionist: ghost sound, daze, and hallucinatory terrain.
AC: Special (see below) COMBAT: The unk wyrm uses its ability to camouflage itself to lie
ATTACKS: 2 Claws (1d4), Bite (1d8) in wait for its prey to pass by. When a prey passes, the unk uses
SPECIAL: Breath Weapons, Camouflage its breath weapon to launch a thick wad of poisonous saliva at
SAVES: P the victim. As soon as the victim succumbs to the toxins, the unk
INT: Special (see below) wyrm emerges from hiding and devours it. When attacked, it relies
ALIGNMENT: Neutral Evil on its natural armor, the rolls of skin, pointed scales, and spikes to
TYPE: Dragon protect it while it drags the prey to a location wherein it can eat.
TREASURE: Special (see below)
XP: Special (see page 7) CAMOUFLAGE: Unk wyrms can blend in with any environment.
They do this by using aminor illusion ability to twist
Unk wyrms are virtually wingless, their surrounding terrain into shadows and
long-legged dragons with wide color their spines and scales to resemble
torsos, broad mouths, and stubby the natural area. See above (page 47)
tails. Their scaley skin is thick for full camouflage ability with the
and hangs from their body following adjustments: when
in multiple folds. The concealing themselves, they
scales themselves are long have a +4 bonus to hide
and pointed and interrupted check, and a +4 bonus to
by thick black spikes sprinkled surprise rolls. They gain a
across the creatures back and legs. similar bonus on any move
These pointed scales cover even its underbelly. silently checks.
Unk wyrms average about 15 feet in length,
including their tail. At their broadest point, they BREATH WEAPON: The unk
are about 4–5 feet wide. Their heads are as large as their wyrm is forever vomiting up
torsos, covered in small, boney nobs. However, jutting from pieces of its most recent kills and
68 CASTLES & CRUSADES
D MONSTERS
rolling them around in its mouth, allowing its acidic saliva to
dissolve the material into a thick, pasty substance; it uses its
forked tongue to roll the substance into stringy balls of slop. The
slop is a horrid concoction of toxic poison. Once per day the unk
can spit a glob of this poisonous material up to 40 feet in an area
of about 5 square feet. The sticky vomit smells atrocious, and
the victim and anyone within 10 feet must make a successful
constitution save (CL 4), or suffer nausea for 1d4 rounds and
a -1 to all attacks and ability saves for the duration. The victim
covered in the spit must make a successful constitution save (CL
at the monsters HD) or suffersw 1d4 points of damage per for
every hit dice the dragon possesses. A successful dexterity save
reduces this damage by half.

UNK WYRM
AGE SIZE HD AC* DB SR INT TR
1 2’ 1 12 – – 6 –
2 5’ 2 14 – – 6 2
3 8’ 4 18 1 – 6 4
4 15’ 8 22 2 1 6 6

* All unk wyrms have a vulnerable spot behind their head where
their musk glands are located. This spot is hard to get at for the
protective spikes on the head cover it, but it only has an AC of 5.

IN AIHRDE
When Inzae gave the clutch of eggs to the All Father, there were
many dragons kept therein, some great, some not so. The unk
wyrm was one of those breeds that was runted and garnished
little attention from the All Father. Though they are one of the
most ancient breeds in Aihrde, many do not recognize them as Dream warriors appear as swirling columns of white mist, having
true dragons. Only the dwarves and some of the wise understand no corporeal bodies of which to speak. In this form, they are hard
their habits and history; the eldritch goblins used them from to distinguish from smoke or fog, but as they engage in combat they
time to time as mounts and were able to take advantage of their take on more corporeal forms. They assume the shapes of knights
acidic vomit and concoct poisons and other toxins. They also, and warrior, with armaments and weapons. They often scry their
fashioned many shields and armors from their scales and heads. victims briefly, pulling memories from their subconscious and
casting themselves in the images of those memories. They twist
The wyrms live throughout Aihrde except in the Great Northern
these memories into horrible apparitions, pained and sorrowful. In
Shelf and Great Southern Ice Shelf.
this way, they confront their victims with someone they thought
THE DREAM WARRIOR long dead or gone and make them to believe they suffer woefully in
the Great Beyond. However, dream warriors can never assume real
NO. APPEARING: 1-2 shapes, and there are always tendrils of mist coiling about them.
SIZE: Large
HD: 10 (d10) Dream warriors do not bleed, nor can they have limbs chopped
MOVE: 30 ft., 40 ft. (fly) off or the like. Nor can they drop their weapons, slip, or fall. They
AC: 22 are creatures of mist and fragments of a mad god’s musings. They
ATTACKS: Dreamscape Weapon (by weapon +4 to hit and are, however, real, and they can slay and cause damage as with
damage) any other creature. Those weary in spirit or troubled in mind
SPECIAL: Dreaming Mist, Fear, Limited-ESP, Mist Form, attract the dream warriors. There are, in fact, many of these
Twilightvision creatures, and they linger latent and powerless, on the edges of
SAVES: P, M civilization, or in forgotten places where men once dwelt. When
INT: High encountered, their victims give their malice shape and form, and
ALIGNMENT: Lawful Evil they manifest and attack those nearest.
TYPE: Magical Beast
TREASURE: 10 COMBAT: Dream warriors use any variety of weapons in combat,
XP: 2425+11 preferring swords, axes, and lances. They can fight two handed

MONSTERS & TREASURES OF AIHRDE 69


MONSTERS D
as if they have 17 dexterity. Their weapons act as +4 to hit and Their weapon of choice is fashioned from the Dreamscape, when
damage, or, if they use two weapons then +2 to hit and damage the creature alters itself from its mist form. Any victim other
for each. They are not particularly clever or crafty in battle, and than a Confessor Knight or resident of the Dreaming Sea,struck
in all respects, battle as fighters. The weapons dissolve when the by such a weapon is plagued with nightmares and sleepless
warrior dies. nights. A remove curse can cure this ailment. Otherwise, they
suffer from constant exhaustion; their constitution is reduced by
DREAMING MIST: They use dream-mist to trap their prey. This 1 point each month that passes.
spell plays upon the victim’s own desires, creating minor illusions
of them. The illusions react upon the opponent’s weaknesses and DWARF
needs: food and water or gold for example. In all respects, the NO. APPEARING: 1-10,000
spells works as a confusion spell. SIZE: Small
HD: 2(d8)
FEAR: They can cast fear as 10th level wizard (3/day). MOVE: 20 ft.
AC: 12
LIMITED-ESP: The dream warrior has the ability to read the thoughts
ATTACKS: Weapon (by weapon)
of those within 100 feet of its location. It can do this only while in
SPECIAL: Dark Vision
its mist shape, and even then, only in a limited capacity. It can read
SAVES: P
latent memories of its target. This is instantaneous. However, upon
INT: Average
a successful intelligence check, the target can detect that a hostile
ALIGNMENT: Any
mind is scrying them. Unless a victim takes extraordinary measures,
TYPE: Humanoid
such as a false vision spell to counteract this, the target can do
TREASURE: 1 per
nothing to prevent it. The dream warrior uses this ability to create
XP: 20+3
its shape as noted above and to weave its dreaming mist.
The stout, thick limbed, barrel chested dwarves are very physical.
MIST FORM: A dream warrior is incorporeal most of the time; Their powers over the earth and the shaping of living stone and
however, three times a day, at will, the dream warrior may assume metal are diverse. Their hair is long, as are their beards, the latter
a more corporal form. It takes up to four rounds to alter its shape. of which they take meticulous care, combing them and braiding
A dream warrior may move 40 ft. in its mist form. The ability is them with bands of iron and gold. There are many branches of
otherwise similar to a gaseous form spell. This shape almost always the dwarven folk, but the two greatest are the Gorthurag and
takes on the form of someone close to the one they are fighting. Grausumhart dwarves. Those of Gorthurag tunnel deep and
This often disconcerts their foes and unless a successful charisma stand a few inches shorter than other dwarves; they generally
save is made, they suffer a -2 to all attacks, attribute checks have dark or gray hair. Those of Grausumhart wander further
(made against the dream warrior), and damage rolls. and longer overland, and their hair is light or red in color with
eyes of blue and they are slightly taller. All dwarves favor iron
IN AIHRDE for it is pure and unmingled with other metals. Dwarves do not
When Unklar discovered the Dreaming Sea and became aware generally favor bright, colorful clothing, preferring the deep
of Saint Luther’s presence, there he cast himself upon that wild colors of the earth: greens, reds, browns, and the like.
expanse and fashioned warriors from his own dreaming. Saint
Luther called them “slivers of Unklar’s imagining,” and they They delight in all crafts, prizing the cultural wealth of items
traveled the Dreamscape, hunting the paladin. Saint Luther and made by hand above hoarded gold. They love weapons of
the dream warriors battled on many occasions. While the paladin war as much as toys. Dwarves scorn those who horde wealth,
proved too strong for them, the dream warriors gained some of but marvel when displayed function is beautifully displayed.
his powers and came to understand him better. They work for delight, loving labor most of all things but one.
War is their greatest joy, for upon the battlefield lies the greatest
The warriors have since scattered across the far and wide expanse of test, both in spirit and sinew; but also in craftsmanship, for the
the Dreaming Sea, haunting only the unwary. Having gained some field of battle tests their labors. They put forth their greatest
of Luther’s power, they can affect another’s dreams. They haunt energies in crafting weaponry and armor, stocking their great
the prime material world, occasionally enticing people onto the homes with all manner of these devises.
Dreaming Sea and then destroying them, or upon a rare occasion,
taking advantage of a powerful victim and coming to the world of Dwarves possess unsurpassed skills in crafting stone into walls,
Aihrde itself, where they stalk the unwary and feed upon them. tunnels, fortifications, and such structures. Early in their history,
they learned the language of creation, and they lay this magic
Though not entirely conscious, they have, since the Horned in the stone they craft. Any structures built by dwarves possess
God’s fall, become aware of their existence, and this has defensive magic, which protects it from the fires of sorcery and
emboldened them. They have come to hate all living things, the ravages of time.
for they know themselves as figments of the Horned God’s
imaginings and remnants of his evil will. Their malice is palatable COMBAT: They wear chain and plate in battle, carrying axes,
to those sensitive to such things. maces, and polearms. They fight in unison, but do not organize

70 CASTLES & CRUSADES


D MONSTERS
themselves in tactical units, rather fighting as a mass of like- dwarves to their own devices, for they seemed content to make
minded soldiers. Bands fight together, usually clans, but they the world as they would have it.
prize the individual over all things. They follow well-known
battle captains and look to heroes in their ranks. The early dwarves wandered far and wide, and their many clans
separated. Some took to the mountains, for they stood tall
IN AIHRDE and found more comfortable lodgings upon the roofs of these
The dwarves of Aihrde are the oldest of all races, the first of the worlds; these were the greater dwarves, and they were after
All Father’s peoples to know him. They are the fathers of the called giants, and their peoples became many and varied. Some
giants and of men and of a myriad of other races whose people others wandered into the north, settling in the cold regions of the
have passed from history or whose lives are spent in obscurity. world; there were 13 tribes of these, and they were after called
The All Father loved them, and they held him in great reverence; men. Others, the true dwarves, took to tunneling beneath the
with wills like iron and stone, they did not fear him, nor love him earth, and their hearts always lingered in the cold and the dark.
as their creator. Their early fathers harkened to him, listening to The history of the dwarves is long and its tale crosses all the other
what he would teach, but soon their fierce love of freedom pulled peoples of Aihrde; from them came the goblins and the long wars
them away from the All Father, and they set to the many tasks for with the Red Duke.
which their hearts yearned. For his part, the All Father left the

MONSTERS & TREASURES OF AIHRDE 71


MONSTERS E

E
EAGLE (BALD, GOLDEN, HARPY)
NO. APPEARING: 1-4
SIZE: Small
HD: 1(d6)
MOVE: 100 ft. (fly)
AC: 14
ATTACKS: 2 Talons (2 point each)
SPECIAL: Superior Vision
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Animal
TREASURE: Nil
XP: 14+2

Eagles are large birds of prey that range in size and color. The Eldritch goblins are immortal. They take a variety of shapes and
bald eagle is black with a white head; the golden eagle is dark forms, though all are goblinesque in nature. Some are taller than
brown; the harpy eagle’s white body contrasts with its black normal goblins; others are smaller, so much so that they are only a
head and wings. Eagles are very intelligent birds, though they foot or so high. Their features are akin to an old knotted black-jack
do not lend themselves to training as well as hawks do. They are oak, twisted, and wrinkled like dried bark. This is representative
aggressive hunters. They range up to three to four feet in length, of their age: the older the goblin the more knotted and thick his
with a wingspan from four to six feet. skin. Younger eldritch goblins, those only several centuries old,
still possess something of the smooth, stretched skin of their
Eagles live in small hunting pairs, ranging in and around their lesser kindred. Of course, some of the elders are possessed of
nesting area. Their size and temperament keep them from being luminescent beauty, a reflection of their magical ability (see below).
used as familiars and hunting birds. Eldritch goblins have a great love of things, and they are always
carrying them around, often tied to their persons, articles that they
COMBAT: The eagle does not attack anything it cannot eat;
have from their adventures, and other interesting items (beaded
however, it will attack creatures that threaten its nest.
glass jars, a box of peculiar workmanship, bones, etc.) They are
IN AIHRDE also fond of jewelry and wear ear, finger, and toe rings; bracelets;
arm bands; and the like. In clothing some prefer colors bright and
The gnomes of Aihrde hold the eagle as a holy bird and abhor glaring, and others armor, and still others, drab cloaks or rags.
killing one under any circumstances. When gnomes first came to
Aihrde, or so their legends relate, they were befriended by giant Eldritch goblins belong to any of the greater goblin communities,
eagles. These eagles led them down the mountains to the safer, though they stand apart from vast hordes and often travel alone.
warmer climes of the plains. A gnome commonly blesses a friend Some rule their lesser kin; others live amongst them as strangers,
or companion with the adulation, “May the eagle carry you.” revered as god-like figures. But few of the eldritch goblins work
in concert with each other, as their purposes are different. Some
ELDRITCH GOBLINS few, however, develop friendships with their eldritch brethren
NO. APPEARING: 1 and spend lives in adventure. If encountering more than a dozen,
SIZE: Small it is very rare, and is usually an indication that something huge is
HD: 1 (d10) happening in the goblin communities-war, or the like.
MOVE: 20 ft.
AC: 24 Within the community of eldritch goblins, there are lesser
ATTACKS: By Weapon, (see below) eldritch and greater. The greater are possessed of some power or
SPECIAL: Darkvision 60ft, Eldritch Goblin Abilities, Mounted charm that defies most worldly powers. Lesser eldritch goblins
Combat, Silence have lesser powers as noted below.
SAVES: M
They are fluent in all human, demi-human, and most other
INT: Supra-Genius
humanoid languages, having keen intelligence and long lives to
ALIGNMENT: Neutral Evil
learn them. They revel in the history of their being and judge one
TYPE: Humanoid
another by their deeds and accomplishments, battle honors not
TREASURE: Special
the least. They are not averse to traveling with any of the other
XP: 3250+20
races, carrying no particular hatred for other creatures, secure in
their own lifeless superiority.

72 CASTLES & CRUSADES


E MONSTERS
COMBAT: Eldritch goblins utilize the same tactics as their lesser With a successful dexterity check, and by forgoing any attack or
brethren, but they are even more vile and wicked in doing so. other action, eldritch goblins may direct their mounts to perform
Unlike lesser goblins, eldritch goblins can match strategy with any the following actions while mounted: cover, deflect, fall softly,
dwarf, and they are not cowardly. They are more than willing to leap, and charge.
sacrifice any number of other goblins, orcs, or any other creatures
in their service to gain a victory. Being immortal creatures, they DEFLECT: This entails moving the worg between the opponent
have complete disdain for the lives of other beings. and the eldritch goblin, positioning it to offer maximum cover for
the eldritch goblin, while at the same time allowing the mount
ELDRITCH GOBLIN ABILITIES: Every eldritch goblin possesses a to avoid blows. This maneuver gives a +2 bonus to the eldritch
unique ability. The individual abilities greatly range in power, goblin’s armor class and a +1 bonus to the worg’s armor class.
from simple mimicry of a spell, class ability, or magic item to
extremely powerful, extraordinary powers comparable to those COVER: An eldritch goblin can drop and hang alongside his/her
exhibited by artifacts or deities. Each eldritch goblin’s ability is worg, using it as three-fourth’s cover. This grants a +3 bonus to
entirely up to the Castle Keeper. the eldritch goblin’s armor class from those on the opposite side
of the worg. The eldritch goblin cannot attack or hold anything
NOTE: For quick and low-level encounters, Castle Keepers while using this ability.
should generate eldritch goblin abilities by randomly rolling
for or picking low-level spells and skills or the powers of minor FALL SOFTLY: An eldritch goblin can avoid any damage after
magic items. Mid-level encounters and encounters intended to falling from the worg when the worg rolls or falls to the ground.
generate story hooks and plots require more careful planning by The worg takes the brunt of the fall as the goblin leaps to the side
the Castle Keeper and should be predetermined and worked into or off entirely.
the adventure’s story. For high-level encounters, especially those
LEAP: The eldritch goblin may direct a mount to leap obstacles as
involving the elite eldritch goblin leaders, the Castle Keeper
part of its movement. The obstacles jumped can be no taller than
should create abilities comparable to the following examples:
2/3 the height of the worg.
invulnerability to all weapons, can only be killed by a singular
attack type, extremely high spell resistance, or polymorph at will. CHARGE: Eldritch goblins are apt spearmen. When fighting from
Indeed, the most evil and powerful eldritch goblins can prove to a mount and charging, an eldritch goblin inflicts triple damage
be the most deadly antagonists in the lands, possessing a unique upon a successful hit if wielding a spear.
power bordering on god-like proportions.
SILENCE: Eldritch goblins are able to move silently, despite any
Examples of an eldritch goblin’s ability might be: accoutrements they carry or wear. This ability acts the same as
the spell silence. However, the duration is permanent for as long
LESSER:
the goblin wishes to be moving quietly and it does not have a
Exudes protection from good. radius affecting the goblin and the equipment he/she is carrying.
Never needs to eat.
IN AIHRDE
Calls animals.
The eldritch goblins were the first of the dwarves corrupted by
Summons rain. Thorax in ancient times. He twisted them and made them hate
their dwarven brethren. He taught them a vile sorcery, and in
GREATER: time, they became deformed. Also, the eldritch goblins saw into
Slain only by stones thrown at an angle. Thorax’s memory, and there they found the secret of immortality
Can only die if he sleeps past midday. and other dark powers. Some are evil and vicious, ever seeking to
begin again the great wars between dwarf and goblin. But many
Polymorph at will. have discarded the corruption of the Red Duke and live now to
Can stop time as the wizard spell. further their own means; even evil deeds lose relevance after
thousands of years. Many tales relate the friendship between
Shape Shifting.
Dolgan King, Lord of Grundluche Hohle, and Agmor the Goblin.
MOUNTED COMBAT: Eldritch goblins are skilled in mounted
For their part, the goblins worship the eldritch goblins, following
combat when riding worgs. Without the need for an attribute
their lead in every course.
check, eldritch goblins can saddle, mount, ride, and dismount.
They can perform simple leaps, and obstacle maneuvers (no Eldritch Goblins cannot spawn their own kind without a queen.
more than 3 feet in height and move around small items such as Instead, a mating of eldritch goblins results in a typical goblin
barrels). They can also fight from a mount during combat (melee (“lesser goblin”). Only a queen lays eggs from whence eldritch
and ranged) without penalty, control the mount in combat, guide goblins hatch. These are rare, usually 1 in thousands.
a mount with the knees, and stay in the saddle when a mount rears
or bolts. When fighting from a worg, an eldritch goblin can direct
the mount to attack and still make his or her attack normally.

MONSTERS & TREASURES OF AIHRDE 73


MONSTERS E
ELETHU a successful save, the lightning strike does
NO. APPEARING: 1-4 8d6 points of damage.
SIZE: Large
POLYMORPH OTHER: The elethu attempts
HD: 8(d10)
to polymorph any creature it engulfs.
MOVE: 40 ft.
A successful wisdom save negates the
AC: 20
attack. A failed wisdom save means the
ATTACKS: Slam (1d10)
victim is polymorphed into a faint light,
SPECIAL: Cold Immunity, Engulf, reminiscent of moonlight; mindless they
Lightning Strike, Polymorph Other linger until the world’s ending. The spell
SAVES: M acts in all respects as the spell polymorph
INT: Average other. If the elethu fails to polymorph the
ALIGNMENT: Neutral Evil victim, it “casts it out,” and the victim
TYPE: Elemental is no longer engulfed. If the eluthu is
TREASURE: 10 destroyed within 4 rounds of engulfing
XP: 1025+8 a victim, that victim can make another
constitution save. If successful they
The elethu are millions of strands of
polymorph back into their original shape.
light bound together by a powerful
consciousness. These strange creatures IN AIHRDE
appear as beautiful women with long
hair, often reaching to their waist or When the All Father fashioned Ea-
beyond. Their skin is a silvery color, as Raena, he made her in the shape of a
is their hair. The hair itself morphs into great curtain. She covered the heavens
a very long gown that trails behind the in her glory and lit the skies with a pale
creature or levitates around it. They light. Later, he tired of this, and he
do not walk as much as float over the bound the curtain into a ball, and thus
ground. When angered, their form the moon was born. But when the All
changes, shifting into something that far Father took the strands of the curtain
more resembles a living cloak than a woman. to bind the moon into her shape, some of those strands fell to
earth, unspent and unspoiled. They took on a life of their own
The elethu love water and seek it out whenever they can. They and when the sun was created, they fled across the world to take
often build their dens beneath the water or at least in caves and refuge in dark corners of dungeons, caves, and the like.
hidden grottos. They are solitary creatures, and do not readily seek
company. They do not speak any language known to man, magical They are bitter at the coming of the sun and do not like any who
or otherwise. They see most living creatures as disturbances only, bear its likeness or worship it. They frequently come out at night
and they have little if anything to do with them. and wander the landscape, remembering the world before the
light of day spoiled its beauty.
The best way to illicit a response from an elethu is to enter
its den with any light source, natural or magical. The sight of ELF BANE
this enrages them, and they attack whomever bears the torch,
NO. APPEARING: 1-2
lantern, or magical flame. Spell-like effects can garner this
SIZE: Large
response, such as a faerie fire, light, and so forth. Normal magical
HD: 12 (d10)
swords that emanate a muted light do not.
MOVE: 30ft.
COMBAT: When enraged, elethus shed their female forms, AC: 20
shifting into a billowing curtain of light. They use their lightning ATTACKS: 1 Horn (2d12) or 2 Stomps (1d8)
strike to kill whomever angers them, usually the torch bearer. SPECIAL: Powerful Charge, Scent, SR 5, Trample
SAVES: P
COLD IMMUNITY: The elethu are immune to all cold- or lightning- INT: Low
base attacks. ALIGHNMENT: Chaotic Evil
TYPE: Magical Beast
ENGULF: If the elethu moves over an opponent, it engulfs them. TREASURE: n/a
On a successful dexterity save, an opponent avoids the elethu
XP: 3325+12
as she moves forward; failure means the elethu engulfs the
victim. Engulfed creatures automatically suffer the risk of being These four-legged beasts are huge, with thick torsos, broad sloping
polymorphed (see below). foreheads, and wide mouths. Their bellies sag, dragging the ground
at times, leaving behind them a foul residue and stench. A great
LIGHTNING STRIKE: Five times daily the elethu can cast a lightning
horn, sometimes two, juts from the creature’s brow, ending in a
bolt. It acts as the spell of the same name. Unless the victim makes
razor point. Their squat legs end in fingers, thick and clawed,
74 CASTLES & CRUSADES
E MONSTERS
which allow them to traverse even the most difficult terrain. Their TRAMPLE: An elf’s bane stomps anything smaller than itself it
skin is in layered rolls of armored plate, one overlapping the other. has knocked down with its charge. Any such victim suffers
Their nostrils are broad and deep, running the length of their 3d8 points of damage. A successful dexterity save reduces this
heads. These they use to suck out the spirits from the fallen elves damage by one half.
or fey whom they trample to death. Scars, old wounds, nicks, and
gashes cover them; often they have the hafts of weapons stuck in IN AIHRDE
their thick hides, broken or shorn off, hallmarks of past battles. They are rare creatures, which came to Aihrde late in the world,
summoned by the emperors of Aenoch in their declining years to
The elf’s bane ignores most living creatures, attacking only when battle the elven warriors who plagued their lands during the Age
provoked. However, if an elf or fey is within its sight, it attacks of Heroes. There were many such creatures brought to Aihrde,
them immediately and mercilessly. They have an uncanny sense and they seem to have multiplied once they arrived. They had
about them, which allows them to sniff out elves and their like up lean years during the Winter’s Dark, where many were used as
to a mile away. They feed upon the spirits of these creatures, so beasts of burden by the Lords of Aufstrag, and forced to pull their
they always immediately pursue the scent to its origin and attack. chariots or carts. Some were used as mounts and bear the scars
Once they have killed all the elves and those who threaten them, of the saddles (if not the saddles themselves) to this day. They do
They settle in to feast. They nuzzle the corpses of the fallen elves not die of starvation, but the long years of winter without elves
and suck their souls or spirits out from them. They devour this took its toll on their strength, and they wasted away.
essence, and it thickens their armor and drives them wild with
the lust for more food to consume. They have since become stronger, for with the fall of the
Horned God and the return of the elves, food has once again
The elf’s bane is entirely magical and comes from the outer become available.
planes, summoned no doubt by some creature or the other.
Because of this, and the highly magical nature of their primary Very powerful and evil creatures occasionally use them as steeds
prey, they have developed an uncanny resistance to magic and or hunting hounds. It is said that the Undying Lord of Aufstrag
its effects. They have a spell resistance of 14. They live in almost himself has tamed one of the beasts, training it for battle with the
any climate or terrain. They are always on the move, hunting for Confessor Knights or with their master, Luther.
food. If left alone, they will not attack any creature except elves.
ELF, MIST
COMBAT: The elf’s bane is unbelievably violent in its attack. It
NO. APPEARING: 2-4, 2-40
charges an opponent using its horn or horns to gorge and impale
SIZE: Medium
them. Once impaled, it tosses the body high into the air, chasing
HD: 1(d6)
it. After it crashes to the earth, it tramples and stomps on the
MOVE: 30 ft.
unfortunate victim until the victim dies.
AC: 13
POWERFUL CHARGE: An elf’s bane typically begins a battle by charging ATTACKS: By Weapon
at an opponent, lowering its head to bring its mighty horn(s) to bear. SPECIAL: Elven Traits, Forest Stealth
In addition to the normal benefits and hazards of a charge, this SAVES: P
allows the beast to make a single gore attack (total of +14 to hit) INT: High
that inflicts 6d6+12 points of damage on the unfortunate recipient. ALIGNMENT: Neutral
Also, the victim must make a successful dexterity check, or the elf’s TYPE: Demi-Human
bane bowls it over and makes a trampling attack. TREASURE: 1
XP: See Experience Chart

Mist elves are shorter than their High Elven kin, with stouter
arms; and legs; their faces are wider too, with eyes that are oval.
They are related to the High Elves, and the telltale signs of
that ancestry are apparent in their proud bearing. They never
look down, always looking friend and foe full on and they stand
straight, appearing taller than they actually are.

Mist elves live in small bands, and rarely are more than 40
encountered. Such bands have up to 24 warriors and 16 children
and elderly. The women fight alongside the men. As soon as a
stripling can bear arms, he or she joins the “hunts” as they call their
raids. For every 5 warriors (male and female), there is at least one
5th-level chief. Every band usually has a druidic warlord, as well.

Mist elves are well adapted to their country, dwelling in rough,


broken terrain, such as mountains, scrub lands, etc. They live in

MONSTERS & TREASURES OF AIHRDE 75


MONSTERS E
the furthest reaches of the many ridges, cracks, and crevices that – Spells Known –
comprise the homelands. They are fiercely territorial and warlike.
LEVEL 0 1 2 3 4
They live upon the edges of civilization and have long since
learned to raid for their food. In fact, raiding comprises the basis 1 2 1
for their entire culture. Plundering the others of their livestock 2 2 2
was easy, and in short order, the mist elves became masters of 3 3 2 1
stealth, and raiding became the hallmark of their lives. Induction
4 3 2 1
into one of the bands requires a warrior achieve at least 4 raids,
successfully bringing home food for the whole band at least once. 5 3 2 2
The mist elves are fiercely independent and warlike, cherishing 6 4 2 2 1
their freedom of movement above all else. 7 4 3 3 2

Mist elves are not so inclined as their kinsman to shape the natural 8 4 4 4 3 1
world into one of timeless beauty. They worship the land they live 9 4 4 3 3 2
on and see no reason to change that which protects them. They 10 4 4 4 3 3
are very fatalistic in this and do little to alter their surroundings
to hide their homes or create better defenses. With this has come COMBAT: Mist elves rarely fight an enemy head on. They have no
the learned skill of hiding themselves and finding advantageous, appreciation for those who die in battle. An honorable death is a
inaccessible camps that only the most skilled are able to find. foreign concept to them, and they view any death as reckless and
selfish. They fight when they are certain of their numbers or surprise.
They are excellent hunters, skilled with the short bow and at Life is precious and their warriors too few. They are skilled at hiding
setting traps. and taking advantage of their natural surroundings. Mist elves learn
how to fight at a very young age. The warrior’s path is the most
The mist elf can move up to one-half normal speed at no penalty common for all tribal members, though those who do not take it
to the check. At more than one-half and up to full speed, elves remain in the tribe. They master the short bow, spear, trap setting,
suffer a 5 penalty to the check. It’s practically impossible (20 and other similar skills at an early age. They gain a +1 with any type
penalty) to move silently while running or charging. of short bow, knife, and spear, but not with any other weapons.
Mist elves, like all elves, have senses that are far superior to IN AIHRDE
human’s. Elves can see farther than humans in just about every
Mist elves live only in the lands that comprise the Shelves of the
circumstance, including torchlight. When outside, during the Mist, those broken hills to the west of Kayomar and upon the
day, elves can see clearly enough to read a road sign or spot a slopes of the Rhodope Mountains, though they do not refer to the
shield device that is up to two miles distant. This keen vision Shelves by this name, calling them rather the Forest of Ohd, after
allows them to spot secret, hidden, and concealed doorways with the ancient Elven name for those regions. The Mist Elves are the
a greater degree of success. An elf that passes within 5 feet of survivors of the long Winter’s Dark and the horrible wars Unklar’s
a secret, hidden, or concealed doorway is entitled to a wisdom minions waged upon the High Elves of those hills, and only those
check. Success means the elf notices the door, even though the who could adapt to the cold wastes survived. They have pale skin,
elf may not have been actively looking for it. When elves actively blue and gray eyes, and silver or white colored hair.
search for these types of portals, they receive a +2 bonus to the
wisdom check. They can also hear very well, and receive a +2 After the Seven Years War and the utter destruction of their people,
bonus to all checks involving listening. the survivors abandoned all stationary dwellings and wandered in
the wilderness. In the intervening years, they learned the lay of the
When making saving throws against charm and sleep, mist elves land better than they ever had, established areas . . . usually in deep
receive a +5 bonus. caves or very difficult to find groves . . . where they could be relatively
safe from marauding troops of orcs, humans, and ungern. As most
They speak the following languages: Common, Elven dialect. of their captains, wizards, and clerics were killed, they quickly lost
or abandoned those civilizing traits such as writing, reading, and so
When in their environment, mist elves can conceal themselves
forth. Some of the older elves remember the time before the wars,
and move silently as a ranger. With a successful dexterity check,
but in the intervening 700 years since their conclusion, many elves
they can conceal themselves. If they seek to move, a second
have been born and do not remember such things.
dexterity check is required. Moving while concealed reduces
movement to one quarter the normal rate. All other penalties The departure of the orcs did not change the raiding patterns of the
of the ranger’s conceal ability are applicable to the mist elf. Mist elves. They continue to cross into the lands of Kayomar, raiding for
elves of all classes can track as a ranger of the same level; i.e., a livestock, supplies, and other wealth. The Lords of those Lands have
1st-level fighter tracks as a 1st-level ranger. traditionally not reacted to these raids, as the ties that bind those Nobles
of Kayomar to the Lothian Princes (those Elven Lords with whom the
A mist elf can cast druid spells without praying for them. Refer to Kings of Kayomar have a long history) run very deep. Recently patience
the table below for the spells per day a mist elf can cast. They do has begun to wear thin, and with the locales living in Western Kayomar
not gain any bonus spells. have often petitioned the King for aid against the raiders.
76 CASTLES & CRUSADES
E MONSTERS
EPIHIPPUS It has thick, short claws, and a long crocodilian head with rows of
NO. APPEARING: 1-10 sharp, jagged teeth. It ranges in color, but is most often a mottled
SIZE: Small gray with a bluish sheen along its flanks. It is well-adapted at
HD: 1(d8) hiding in dark, murky environments. The beast has two yellowish
MOVE: 50 ft. eyes with reptilian pupils. It can dislocate its jaws so that it can
AC: 12 swallow prey much larger than its maw would indicate.
ATTACKS: 2 Hooves (1d4)
Erder wyrms have a thick, scaly hide on their back, tail, and
SPECIAL: Scent
head. Their underside is another thing altogether. There, the
SAVES: P
scales are thinner and weaker. As such, the erder wyrm has two
INT: Average
armor classes: an 18 for the scaly upper hide and a 12 for the
ALIGNMENT: Neutral
underbelly. In general, a mature erder wyrm of this age will not
TYPE: Animal
fight in a manner that exposes its belly.
TREASURE: Nil
XP: 5+2 These creatures are perpetually hungry and eat constantly. They
are dimwitted brutes, but have keen eyesight, an extraordinary
This small equine stands about three feet at the shoulder. It has
sense of smell, and can detect motion through vibrations. They
a long snout, small ears, and wide eyes. They range in color from
often find some hole or crevice to den up in and stalk the area
light brown to spotted or striped. They are odd for horses, as they
for prey. They dwell in the wilderness, but also find their way into
have five toes on each foot and no hoof, though their central toe
cities, particularly the sewers, and any underground cavernous
is longer and thicker.
chambers. They prey on almost anything, digesting bone, wood,
These creatures are extraordinarily swift for their size and can or metal as easily as meat and vegetable matter.
be very aggressive. Their heightened sense of intelligence allows
COMBAT: They stalk their prey by finding a good hiding place and
them to understand more than an average horse. They are more
launching out at passing creatures. Though squat, the creatures
versatile than larger horses too, their toes allowing them to grip
are able to move remarkably fast and often rush opponents using
while climbing simple slopes and rugged terrain. Very social, they
their deafening roar to knock them senseless. Then they fall upon
travel in small, tight-knit herds.
the hapless victim, using their jaws and claws to pull them from the
COMBAT: The epihippus, like most herd animals, avoid combat area, where the creature may swallow them in safety.
by fleeing. If pressed they use their claws to strike. Large, heavier
COLD IMMUNITY: All cold based attacks automatically do 1/2
epihippus have 2d8 HD, and can bite for 1d2 points of damage.
normal damage.
IN AIHRDE
DEAFENING ROAR: From the bowels of Aufstrag come these
Little used by the early inhabitants of Aihrde, the epihippus did vile creatures, and they carry with them the echo of the fear
not come into its own until the Winter Dark, when the surviving emanating from those deep dungeons, torture pits, lightless
halfling tribes began taming them and using them as war ponies. tunnels, and dank avenues beneath the earth. The erder wyrm
They quickly developed a symbiotic relationship with the beasts, can roar three times a day. This roar causes panic in the hearts of
able to speak with them through a variety of emotive response, men. The roar acts as a fear spell. Creatures subjected to the roar
body signals, and gestures. must make a successful charisma saving throw to avoid the
ERDER WYRM
NO. APPEARING: 1–2
SIZE: Large
HD: 4d10
MOVE: 30ft.
AC: 18/12
ATTACKS: 2 Claws (1d6 each), Bite (3d4)
SPECIAL: Darkvision 120 ft., Scent, Cold Immunity,
Deafening Roar
SAVES: P
INT: Low
ALIGNMENT: Lawful Evil
TYPE: Magical Beast
TREASURE: 4
XP: 220+5

In its mature state, the erder wyrm is a 10-foot-long,


slithering, lizard-like beast with 6 thin, double-jointed legs.
MONSTERS & TREASURES OF AIHRDE 77
MONSTERS E
effects. Creatures with a 4 or less HD panic and flee. Creatures
of 5 or more HD are rattled, suffering a -2 from attack, damage,
and attribute check rolls.

IN AIHRDE
Erder wyrms have plagued the cities of Aihrde for centuries.
Their name derives from the dwarven word for earth, “Erde”
as they first appeared in dwarf holds in the early days of their
kingdoms. Some dwarves tamed the beasts and used them as
guardians or even, on rare occasions as mounts. This practice did
not last the Goblin Dwarf Wars as other mounts and guardians
proved more effective. Once in a great while an dwarf elder uses
the erder wyrm for this purpose, but it is rare.

The creatures are widespread, but particularly haunt old


dungeons, wilderness areas, ruins, and the like.

ESCHL
NO. APPEARING: 1-1000
SIZE: Medium
HD: 1(d8)
MOVE: 30 ft.
AC: 11 (or armor)
ATTACKS: By Weapon
SPECIAL: Scent, Twilight Vision
SAVES: P
INT: Average
ALIGNMENT: Any
TYPE: Demi-humans
TREASURE: 1 (6)
XP: 11+1
centric. They are animists, paying homage to the trees, streams,
The eschl are demi-humans. They are shorter than most men,
lakes, rivers, winds, storms, and so forth. They use totem magic
averaging about 5 feet in height. They are thin with dark hair
extensively, and find magic in most things. They follow any
and gray or dark eyes. Occasionally, they sport deep green eyes
number of rituals, both personal and tribal. Each individual
or even blue, but these traits are rare and usually draw much
possesses his or her own rituals to follow. Many of these rituals
attention in a tribe. Their skin is an olive green in color, though
produce true magic, producing a +1 to AC or +1 to missile fire
this ranges in shade from tribe to tribe. Though they are small,
and so forth. This belief in ritual magic carries over to the tribe,
their bones are very prominent, especially their jaw. The lower
as well, and whole groups of eschl follow certain practices. For
jaw juts out just slightly from the upper, and two small tusks,
instance, the Oot tribe finds it necessary to slaughter and feast
often cut off or capped, grow from the lower jaw. These tusks are
a bull calf before they begin the spring hunts. Failure to do so
barely discernable when the eschl are young; as they grow older,
would be disastrous to the season’s hunt.
the tusks grow as well. Very ancient eschl sport tusks several
inches long. They wear little armor, but carry very ornate spears, The tribes themselves vary in size, with some being very small,
axes, and shields in battle. Normally long and dark, the hair of consisting of a few dozen members at best. Others are rather
the eschl serves the creature as his main identifier, as tribes cut large and consist of several hundred. The size of the tribe
or grow their hair in wild fashion. For instance, the Oot Tribe depends on the country they occupy and the abundance of food,
shaves the left side of their heads and use animal fats to create etc. Like all civilized or semi-civilized societies the eschl interact
spikes with the hair on their right sides. All eschl use tattoos with each other on terms both friendly and violent. Some meet
extensively, along with bracelets, rings, piercings, and the like. and exchange wives or husbands, warriors or children, as well as
any manner of trade goods and artifacts. Others find themselves
Eschl live in small tribal bands, far from the haunts of civilization.
at perpetual war with each other.
They are hunter-gatherers for the most part, but some do
practice limited agriculture or subsistence hunting on creatures A chief and the sub-chiefs generally lead the tribes, but the
like fish and shellfish. Those that do live as hunter-gatherers and governments vary from tribe to tribe depending on their nature.
practice subsistence living tend to live in large compounds and Some are led by a council of elders, and others by the warrior
villages. They are deeply religious peoples and are very tribal- societies that form from the strongest and bravest. Others still may

78 CASTLES & CRUSADES


F MONSTERS
be matriarchal in nature. Within each tribe are various societies
made up of the many varied elements of any cultural unit:
warrior guilds, hunting societies, mid-wife societies, craftsman,
F
and the sort. These groupings carry varied weight in the tribe’s FERRET
government. The tribes are open, and groups frequently break NO. APPEARING: 1-6
off from larger tribes to pursue their own agendas. Entry into the SIZE: Small
tribe is relatively easy so long as trust is established with the tribal HD: 1 (d2)
members. The eschl are surprisingly free from prejudice or racial MOVE: 20 ft.
antipathy. Adoption is often a way they renew the bloodlines of AC: 11
the tribe. ATTACKS: Bite (1 point)
Like all demi-humans, eschl can have character classes. They are SPECIAL: Hide, Scent, +2 on Surprise
restricted to the following: fighter, ranger, rogue, cleric, druid, and SAVES: P
bard. Tribal leaders are usually experienced in one of these classes. INT: Animal
ALIGNMENT: Neutral
The eschl possess a Stone Age technology. They are adept at TYPE: Animal
making spears, axes, stone daggers, bows, arrows, atlatl, etc. They TREASURE: Nil
are also accomplished weavers, basket makers, and potters. The XP: 3 +1
heavy wool blankets produced by some tribes are highly prized by
the more civilized people for their water-resistant nature. Ferrets are small rodents long of body. They have acute hearing
and smell. These inquisitive animals are nocturnal, hunting insects,
The eschl speak a language that is very similar to Elven and Orc. birds, and smaller rodents. Ferrets make ideal pets and familiars.
Anyone able to speak either of these tongues can converse with the
eschl. They are very adept with language and are quick studies. COMBAT: Ferrets avoid battle if they can. If cornered, they can
deliver a wicked bite and scratch, but they never stay to fight,
COMBAT: The eschl are fierce warriors, prizing battle above all always attempting to flee.
things. Often the females of the tribe participate in battle, but
generally only when they are required to protect the children HIDE: Any ferret gains a +10 on its hide checks.
and elderly. The men of the tribe fight like many Stone Age
peoples; honorable death is not part of the glory of battle. The
utmost achievement is to kill your foe, or wound them, or even
drive them off. They do not sell themselves wantonly, but flee to
fight another day. Large pitched battles or fights to the death are
uncommon for the loss of man warriors could be catastrophic.
They are more likely to strike quickly, wound, scatter, and kill,
and then fall back, unless, of course, total victory is at hand.
They have no mores against killing women and children. Eschl
rarely fight as units, but rather in small groups (societies) and
individually. They will aid each other, as saving a friend is
accounted a great battle honor.

ESCHL IN AIHRDE FEULK


The eschl are the offspring of orc and elves who crossed in the NO. APPEARING: 1
deep past many ages ago. They dwell primarily in the southern SIZE: Large
regions of Ethrum, the Darkenfold and Ethvold; but are found HD: 10(d8)
in strange places throughout the world. They are quiet and MOVE: Nil
secretive, and they have for long centuries been the object of a AC: 18
vigorous slave trade that has seen them ported throughout the ATTACKS: See below, Bite (1d10)
Lands of Ursal, the Cradle of the World. For this reason, they SPECIAL: Acid, Constrict, Improved Grab
are very suspicious of men and avoid them when they can. They SAVES: M
worship the Og-Aust, the old gods that ruled the world in the INT: Nil
Days before Days. They are very aware of the creatures of fey, ALIGNMENT: Neutral
aware that these creatures live in most places. They may not TYPE: Magical Beast
always actively worship them, but they do pay them respect. TREASURE: 10
XP: 1950 + 10

The feulk dwell in deep forests and jungles. Their bodies are
amorphous masses of tissue clinging to the tops of trees through a

MONSTERS & TREASURES OF AIHRDE 79


MONSTERS F
series of adhesive secretions. Their bodies have no definable shape, heights of the trees to feed upon them. If they are hungry, which
stretching from tree stem and branch in large globs. Though they they usually are, they lift the prey animal right to their beaks and
cannot move, they do grow in their nests, often fall from one area begin devouring it. If not, they push the victim against a tree, roll
to another. Older, dying sections of the feulk especially fall over, over it, secrete their mucus across it, and stick it to the tree.
lying on the ground or sticking to the trees. They have long, arm-
like, fully retractable tendrils they project from their body. These ACID: A feulk secretes a mucus from its body that sticks to any
tendrils are similar to vines; complete with a hardened covering surface. The mucus is thick and impairs movement much as a
(the drying mucus) that resembles bark. The feulk are able to web spell (cast at 7th level), however, the mucus has an acidic
adapt to their surroundings, changing color from green to brown content to it that dissolves clothing and flesh (bone, stone, and
and many shades there. They are not noticeable from the ground metal are not affected). Exposure to the acid causes 1d4 points of
unless someone is experienced in finding these strange creatures. damage a round, no save.

They are huge, immobile beasts that cling to tree tops by a CONSTRICT: On the round immediately following the improved
combination of sticky secretion and vine like arms. Once they grab attack, the victim suffers the effects of the constriction
have established a “nest,” they cannot move from it as they have automatically. A new save is allowed to escape the creature’s
no means of locomotion-other than falling. clutches every round. A feulk constricts its victim for 2d4 points
of crushing damage per round. Breaking free requires a successful
Their young are born spontaneously, emerging from the mucus. strength check against Challenge Level 9.
The vast majority of them die by falling to the earth, where they
are eaten, though some cling to bird, and are carted off into the IMPROVED GRAB: When a feulk strikes with one of its vines, an
forest. They drop off when they come upon a suitable hunting opponent must make a successful dexterity save or be held in
ground. They fall into the treetops clinging there, slowly growing, the feulk’s grasp. A creature held in this way suffers constriction
feeding on insects and birds at first, and then slowly moving up damage automatically each subsequent round. Victims are able
the food chain. to attempt a strength save to break free each round they are held.
When the victim is brought up to the mouth, the vine holds it
COMBAT: The feulk cling to their treetop home, waiting for while the creature feeds. The bite is not automatic.
creatures to pass over or near its vines. It prefer to wait until
theycan strike with several vines at once, but if their victim is IN AIHRDE
moving away, they strike with whatever they can. They wrap During the Winter Dark, the Druid Lords of the Darkenfold and
their vines around the prey and proceed to lift them into the Eldwood bred these strange creatures through a combination of
magic and animal husbandry. They used them to protect the
sacred places of their orders. The animal proved quite adept at
expanding its natural habitat, however, and quickly spread from
forest to forest, so that within a few centuries, they had spread
throughout the world.

FIEDOTH “SHOVEL MOUTH”


NO. APPEARING: 1
SIZE: Large
HD: 7 (d8)
MOVE: 10 ft. (walking), 90 ft. (fly)
AC: 17
ATTACKS: Bite (1d10)
SPECIAL: Devour, Ram, Twilightvision
SAVES: M
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: Nil
XP: 450+7

The fiedoth dominate the skies they occupy. Huge, featherless


creatures, they use their broad wings to glide through the air,
seeking prey from on high. Broad wings span some 40 feet from
tip to tip, balanced by a huge midsection. Their heads are broad,
with mouths shaped something like a shovel. They have four
eyes, two on the top of the snout and two more underneath. This
second set of eyes they use to spy the ground far below. The upper
80 CASTLES & CRUSADES
F MONSTERS
eyes are weaker, and can detect motion and shapes but little COMBAT: A fiedoth swoops down upon its prey from above, gaining
more. Thick, boney apertures cover the head; their spine curves tremendous speed. As it descends, its broad head and mouth serve
in a great hump, decked with thick, blunted spikes that run the as a battering ram, knocking over its target and anyone standing
full length of the creature’s back. They have no tail, only a nub of near it. Once it knocks down the victim, the fiedoth uses its
bone where the spine ends. Many mistake their tentacle-like legs huge wings to cover its victim, where it hovers, attacking with its
for a tail, but in truth where most creatures sport two legs, the tentacles, strangling and devouring its prey. Creatures captured
fiedoth sport four 12-foot-long tentacles. These tentacles serve in the beast’s tentacles keep the fiedoth from moving very fast
to grab a hold on limbs, mountain crevices, and the like. When or far. It generally hovers, beating its massive wings in a slow,
the beast is in flight, the tentacles trail behind it, not unlike a rhythmic fashion, defending its kill with its bite or ram attack and
tail. These tentacles serve the creature in a far more insidious its tentacles, if necessary. It is generally satisfied with one victim;
manner, as well. Thousands of tiny barbs line the tentacles; these having feasted, it leaves the battlefield.
allow the creature to absorb its prey.
DEVOUR: Once the shovel mouth is above its prey, it attacks with
Fiedoth are visual hunters, spending the majority of their all 4 tentacles, attempting to strangle and devour the prey. When
lives gliding on the upper air currents in broad circles seeking the fiedoth scores a successful hit with any one of its tentacles,
desirable prey. They are very aggressive - if dimwitted - hunters, it begins to “devour” its victim. Each tentacle attacks separately
attacking almost anything smaller then themselves. In hunting, and does 1d6 points of damage. The fiedoth devours its prey
they range over hundreds of square miles; some become very until there is nothing left but bones. The victim must make a
territorial and feed off the same animal or human communities successful strength check for each tentacle to break free.
for years. They hunt in most seasons, but are more lethargic in
the winter months, hunting far less. RAM: The neck muscles of the fiedoth are powerful, and the head
is large, consisting of heavy bone, making the shovel mouth a
They generally nest in the mountains, or if necessary, in very tall virtual battering ram. The creature can attempt to attack, using
trees, several hundred feet high. They lay their eggs in clutches its head as a ram, ramming its opponents. The victim’s AC is
of one or two. The creature matures in the egg, hatching as a full automatically 15, and any victim struck must make a successful
grown fiedoth. Attempts to tame them have almost always failed dexterity check or be knocked to the ground.
as the creature’s intelligence does not lend itself to learning and
is compounded by their ferocious appetite and their propensity IN AIHRDE
to devour their riders. The fiedoth, or “shovel mouth,” is a rare predatory creature that
occupies almost all the known mountains of Aihrde. They hunt
far beyond their ranges into the plains and steppes.

MONSTERS & TREASURES OF AIHRDE 81


MONSTERS F
But it is in the mountains they have their The forsaken are driven by their constant
greatest impact. For here, the stone giants hunger for flesh: animal, human, or other.
dwell, and they worship the beast as a god If they don’t eat enough flesh, they rot from
and the source of much of their worldly the inside out until their decay becomes
goods. These simple peoples hunt the fiedoth, such that they linger on only as a misshapen
for they cull their carcass for all manner of spirit, wracked with agony.
tools. The meat is high in nutrients; their
skins they use as clothing; their bones they Forsaken always travel in groups of five with
fashion into ornaments; their skulls serves as four males and one female. They haunt
powerful shields, rams, or other weapons; the dungeons and abandoned ruins, but the
tentacle barbs, however, are of the greatest madness of their pain and needs often drive
significance, for the stone giants believe them to the cities and villages, where they
these small hollow barbs are gateways to the feed upon the hapless souls who wander
Shadow Realms. To pass through them across their paths.
leads one to an afterlife of misery. So
COMBAT: Forsaken use the female for bait,
they take the barbs of dead fiedoth
laying her upon the road, where she moans
and use them as totems; these they
through her mangled lips, trying to draw
believe give them power, long life,
victims to her. While the intended victims are
and protects them from other
distracted, the other forsaken spring upon
fiedoth and the Shadow Realms.
them, attacking from all sides. Forsaken
Any stone giant who has charms made never stop fighting, as their hunger
from these barbs gains a +1 on all his drives them to kill or be killed.
morale and to-hit rolls. Any weapon or piece
FEARFUL GAZE: A forsaken that makes
of armor fashioned from the skulls of the shovel
eye contact with its victim strikes fear
mouth gains a +2 bonus. They are, of course,
in them. The victim must make a successful charisma save or he
very heavy and impossible for normal men to lift and wield.
cowers in fear, unable to react for 1d2 rounds.
Slaying a fiedoth, if discovered by the stone giants, brings down
HUG: If a forsaken successfully hits with both claw attacks,
their wrath, and they pursue any who are so bold as to defend
it draws the victim into a hug. The hug can be avoided if the
themselves against the daunting shovel mouth.
adventurer makes a successful strength check. If they fail, they
FORSAKEN remain in the forsaken’s embrace, being crushed into the spikes,
doing a further 1d4 points of damage. Each subsequent round,
NO. APPEARING: 5 the victim must make a strength check but at a -1/round. On the
SIZE: Large next round the victim tries again but at -1. Victims are subject
HD: 7 (d8) to the bite attack also.
MOVE: 50 ft.
AC: 16 LIFE DRAIN: When the unforsaken bites its hugged victim, it
ATTACKS: 2 Claws (1d3), Spike (1d4), Bite (1d4) heals itself for hit points equal to the bite’s damage.
SPECIAL: Darkvision 120 ft., Fearful Gaze, Hug, Life Drain,
Dark Calling DARK CALLING: Because of their dark and evil nature, they can
SAVES: M summon 2d4 giant rats or bats, or 1d4 wolves. They only use this
INT: High ability if they feel they are in extreme danger.
ALIGNMENT: Chaotic Evil
TYPE: Undead (Extraordinary) IN AIHRDE
TREASURE: Nil The forsaken are creatures who have survived Klarglich, the Pits
XP: 495+7 of Woe. There, Unklar bound many unfortunate victims of his
reign and wreaked havoc upon their minds and bodies. His slave
Tall and wiry, the forsaken resemble humans in their basic shape. masters tortured them, his wizards experimented upon them, and
Their bodies, however, are horribly malformed. Spikes grow the darkness fed upon their sanity. Most victims perished in that
from their sallow skin; some little more than nubs, and others dark pit in the bowels of Aufstrag, but a few survived and fled
razor sharp and still others are jagged and broken off. They bear the Pits. They rambled about Aufstrag, haunting its corridors,
the signs of their origins, and chains and leather straps hang feeding upon those foolish enough to let their guard down, for as
upon them, with some attached, and others not. They cloak is written even when the Horned God dwelt in Aufstrag, its halls
themselves in ragged shrouds to hide their affliction. Their lips overflowed with danger.
are sewn shut and their noses are long rotted away. Their eyes are
deep pools of black and fear.

82 CASTLES & CRUSADES


G MONSTERS
After his fall, his servant, Coburg the Undying, opened the
gates to battle the powers of the Ethrum and fell in defeat.
The Causeway lay unguarded, and the doors to the lower halls
G
open. This state lasted for many years, and many creatures GAMPEDE
crawled forth into the light of the day. The forsaken escaped the NO. APPEARING: 2-4
dungeons then and fled across the land, spreading like a dark SIZE: Large
plague of twisted humanity across the Lands of Ursal. HD: 7 (d8)
FOX MOVE: 100 ft.
AC: 15
NO. APPEARING: 1-4 ATTACKS: 2 Hooves (1d6), Bite (1d4)
SIZE: Small SPECIAL: Duskvision, Overbear, Trample, Twilight Vision
HD: 1 (d6) SAVES: P
MOVE: 20 ft. INT: Superior
AC: 14 ALIGNMENT: Neutral Good
ATTACKS: Bite (1d2) TYPE: Aberration
SPECIAL: Hide, Scent, +2 on Surprise TREASURE: 4
SAVES: P XP: 450+7
INT: Animal
ALIGNMENT: Neutral The gampede are rare steeds from the land of fey. They are stout
TYPE: Animal animals, with legs longer than the normal horse. Their snouts are
TREASURE: Nil wide and almost always white. They possess flowing manes of white
XP: 5 + 1 hair and long tails, as well. They range in color from white to beige
to a rare speckled grey. Their eyes possess an uncanny intelligence,
Foxes are renowned as clever animals, able to avoid the hunter’s which even the most casual viewer recognizes.
hounds, which seek them for their valuable furs. They are most
active at night, but are occasionally active during the day. Their The gampede are immortal beasts who spend most of their days
tails are always tipped white, while their legs, feet, and tips of in the wilderness. From time to time, however, they join with
their ears are always black. The rest of their coat, however, is other people for a quest or similar venture. Through their long
varied in color, most commonly red, though silver and platinum lives, they have learned how to speak most of the trader tongues,
foxes are also known. plus Elven, and are adept at learning others. They pass these
languages down to their offspring, so that even the very young
COMBAT: Foxes avoid battle if they can. If cornered, they can gampede can speak a variety of languages.
deliver a wicked bite.
They are particularly fond of elves and often let those folk ride
HIDE: Any fox gains a +10 on its hide checks. them, but never with a saddle or bit and bridle. Elves consider them
sacred animals, protecting them from harm. Upon encountering
the gampede, the elf may attempt to befriend the creature. To do
so, the elf must make a successful charisma check before the steed
allows the elf to ride it. The steed stays as longs as it desires.

COMBAT: The gampede are wary beasts, avoiding battle when


they can. However, if pressed or the need arises, they attack
immediately, singling out one target and staying on it until
the victim is slain. They attack by battering with their hooves,
always attempting to strike the creature’s legs. As soon as their
opponent falls to the ground, they stomp it to death.

OVERBEAR: If, during the course of its attack, the gampede strikes
with a natural 20, the victim must make a successful dexterity save;
if they fail, the gampede knocks the target to the ground, where it
tramples it. A successful save negates the attack.

TRAMPLE: A gampede can trample anything half its size that it


overbears. Whenever a victim suffers an overbearing attack and
falls to the ground, in the following round, the gampede can
trample it. The trample consists of four attacks per round. Each
attack deals 1d6 points of damage. These attacks are made as
if the target is prone, at +10 per hit. The victim must make a
successful dexterity save in order to regain their feet.
MONSTERS & TREASURES OF AIHRDE 83
MONSTERS G
IN AIHRDE victim must succeed at a dexterity save (CL 2) to avoid being
swallowed. Any creature swallowed by a giant gar suffers 2d8
Before they came to Aihrde, the gampede dwelt in the Land of Seven
points of damage per round. A creature trapped inside the gar’s
Rivers. In this they were as the elves, pure of corruption, born of the
gullet may attack only with a dagger that was readied in hand
All Father’s dreams. They roamed the country that flanked the River
(or short sword, if a halfling or gnome); if such attacks do total
Am, and as such they were first befriended by the Teth-Aet-Am, the
damage equal to at least half the hit points of the giant gar, the
most noble of the elven kindred. When the All Father died through
gar dies, and the victim is freed.
the machinations of Ondluche, the barriers between the worlds fell,
and the gampede crossed over into the world of Aihrde, even as did GIANTS
the elves. Some came over as mounts, and others of their own accord.
They adapted immediately, falling in love with the wild opens and the True giants are large humanoids. They live in communal groups,
dangers offered by the wilderness of the All Father’s making. and value their families. They build homes from wood and stone,
though some dwell in caves. They all speak at least their own
To the knowledge of all men, the gampede has partaken in only language, as rudimentary as that may be, and occasionally they
one war. They joined the dwarves in the Stone Wars and fought speak vestiges of the common tongue. Giants wield large weapons
in the deeps beneath the mountains. That brutal fight lasted many of wood and steel, and a few have spell-casting abilities. Some are
years, and the death toll wasted the races of dwarves and goblins intelligent, and some are less so; some are foul-tempered or evil,
and left a permanent mark upon the minds of the gampede, so that while others are good and righteous. To summarize, giants are
ever since those days, they have they joined in the titanic struggles everything humans are, but on a larger scale.
that have shaped Aihrde.
COMBAT: Giants fight with weapons, rocks, and their cudgel-ike
They remained in the world during the long Winter Dark, roaming fists. Giants wield massive weapons that are so heavy that only
the Winter Wilderness as if nothing had changed. They did not join another giant of equal or greater hit dice can lift it.
in any of the wars, and as such, are not beloved by the Vale Knights
and the people of Meltowg’s understanding. They still hold a great ROCK CATCHING: Whenever a giant is attacked by another
love for the elven kindred, but also they think well of the dwarves, giant by a thrown rock or boulder, or if subjected to an attack
remembering their plight in the deeps of the world. by a catapult or other boulder-throwing apparatus, the giant is
allowed a dexterity save. If the save is successful, the giant does
GAR, GIANT not suffer any damage from the attack, and has grabbed the
rock out of mid-air, and may throw the boulder the following
NO. APPEARING: 1-6
round. A giant attempting to catch a rock thrown by a larger
SIZE: Large
giant suffers a 1-point increase to the CL for each hit dice of
HD: 4(d8)
difference. A giant attempting to catch a rock thrown by a
MOVE: 80 ft. (swim)
smaller giant gains a 1-point decrease to the CL for each hit
AC: 15
dice of difference. Giants attempting to catch missiles thrown
ATTACKS: Bite (1d10)
by siege engines suffer a 2-point increase to the CL for each 10
SPECIAL: Swallow
points of damage the missile would have inflicted.
SAVES: P
INT: Animal GIANT, TRUE
ALIGNMENT: Neutral
TYPE: Animal NO. APPEARING: 1
TREASURE: 4 SIZE: Large (20+)
XP: 80+4 HD: 18 (d12)
MOVE: 60 ft.
The predatory giant gar are long, thick fish, ranging up to 12 feet, AC: 25
though occasionally really large ones reach 15 feet in length. Their ATTACKS: 2 Slam (2d10)
mouths are wide and lined with hundreds of razor-sharp teeth. SPECIAL: Alternate Form, Rock Throwing
SAVES: M
The giant gar live in most waters, as there are fresh- and salt- INT: Average
water species. They travel in small schools of up to six, preying ALIGNMENT: Neutral (evil/good or true)
on almost anything that enters the water. TYPE: Giant
TREASURE: 14x2
Giant gar do not den nor stay in one area for any length of time.
XP: 8600+18
Any treasure they have has been swallowed.
True giants are the tallest of giants, ranging well over 20 feet in
COMBAT: The giant gar attack by swooping in and biting a prey and
height. Unlike most giant kin, the true giant does not conform to
then moving out as fast again, passing around for another strike.
color or shape. Some are very fat, others thin, and some are thick
SWALLOW: A giant gar can attempt to swallow any small- about the middle. They resemble men in many respects, having
sized creature. When a giant rolls a 20 on a bite attack, the no special variant that is more common than not. Some prefer

84 CASTLES & CRUSADES


G MONSTERS

beards, but others do not, etc. They all have a universal taste for their knowledge went into the Rings of Brass. But some few of
good company, food, and drink. They have a particular affinity these giants remained behind in Aihrde. These were the solitary
for cakes and other sweets. members of that people who did not succumb to her song. They
ranged in the deep wilderness and shied from other creatures so
True giants prefer a life of solitude. They live in wilderness regions, much so that few knew they even existed. But once in awhile,
far from the haunts of men, dwarves, elves, and others. They are they are found in great wooden and stone homes built upon
adept craftsmen, able to fashion their own clothes, tools, and mountains or in deep forests. Once in a great while, they gather
weapons. These giants are rustic creatures, shying away from the together in a Thing, where they make merry, sing songs of the old
perfumes and comfortable clothing of more civilized lands. Like days, and court mates.
men, they build their homes of stone or wood, fortify them, etc.
True giants are benevolent but very dangerous when roused.
True giants incline toward sleep, spending many days prone or They are storehouses of information of the early days of Aihrde,
in their favorite chair. They sleep come rain, sunshine, or snow, though they are not inclined to share this knowledge with any
dreaming giant dreams. They are hard to wake when so occupied, but the winds.
and are usually in a foul temper when they are roused.

COMBAT: True giants rarely wear armor


or carry metal weapons, preferring tree-
like clubs and large boulders to anything
else. When roused to anger, or desirous
of hurting someone, they always attempt
to smash it first, crushing it with their
ham-like fists, or beating it to death with
their club. Often indifferent to the plight
of their victims, they frequently leave it
battered and bruised but alive.

ROCK THROWING: True giants can hurl


boulders up to 1,000 feet. A successful
attack inflicts 4d12 points of damage.

ALTERNATE FORM: A true giant can change


forms once per day. They are not restricted
to animals or monsters. They are far more
inclined to shift into a powerful wind or
piece of the earth than they are to shift
into a bear or griffon.

IN AIHRDE
In the Days before Days when the All
Father crafted the dwarves, he crafted them
in many sizes. Some bore the height of the
world with terrible wrath and resolved to be
small, others walked with their heads above
the treetops. In time, the giant kin broke
from the dwarf kin and took their own paths
so that the two never crossed again. In the
long years of reckoning, before the records
of history began, the giants and dwarves
became bitter foes.

Of the giants, the true giants were the first


and the fathers of all that came after. Early
in their journey, the race of true giant was
seduced by Inzae, and she bore the greater
part of them into captivity in the inner
world of her making. In later days, these
were called the Trottigen Giants, and

MONSTERS & TREASURES OF AIHRDE 85


MONSTERS G
GOLEM, COPPER IMMUNITY TO ENERGY EFFECTS: Copper golems are
NO. APPEARING: 1 immune to all energy effects and attacks.
SIZE: Small REGENERATION: The most insidious power these
HD: 1-15 (d10) creatures have, however, and that which makes
MOVE: 20 ft. them the most useful to wizards, is the ability
AC: 30 to absorb energy and redirect it. The golems
ATTACKS: Slam (2d10) absorb the energy created by magical spells
SPECIAL: Electric Charge, Berserk, cast upon it; i.e. magic missile, shocking
Immunity to Energy Effects, Electric grasp, lightening bolt, call lightning, chain
Regeneration lightning, fireball, disintegration, etc. One
SAVES: P of the primary effects of this ability is to
INT: Animal absorb a given amount of energy and use it
ALIGNMENT: Neutral to restore any damage they suffered. Spells that
TYPE: Construct inflict electric damage will heal 1 hit point per
TREASURE: 10 die of damage. Should the copper golem not
XP: 8000+14 have taken any damage, or they are completely
The copper golem is generally squat and healed from a spell, they can store this energy for
powerful. Usually it resembles a metallic statue of a dwarf, later use, as per the electric charge above
though other forms have been known to exist, in accordance to
IN AIHRDE
the whims of the creator.
The copper golem is a strange construct developed by the
These unusual creations typically serve as a battery focus for wizards in the early ages of the Empire of Aenoch. They found
magical energy. Created as vessels for the natural forces a wizard that containing power to expand their magical explorations
manipulates, these constructs have the ability to absorb a variety proved highly beneficial and used the copper golems in countless
of different energy sources and reprocess them into electrical experiments. Their exact construct was secret knowledge, however,
power. The copper golem’s HD varies. In an uncharged mode, and few ever mastered it. The copper golem is extremely rare.
the golems are 3 HD creatures and attack as such. They absorb
energy from energy-based spells that are cast upon them. They The exact nature of this sorcery was lost during the long Winter’s
can absorb up to 15 HD worth of energy before the energy stored Dark, though it is rumored that the Great Library at Aranowl contains
overloads in an electrical burst. This effect, much like the chain the secret scrolls. But such rumors always abound about missing
lightning spell, covers a 50-foot radius, dealing 15d6 points of knowledge, for that library contains a vast dungeon of manuscripts,
damage and destroying the golem. books, scrolls, and the like, many of which are not cataloged.

Copper golems are semi-intelligent, able to understand simple GRINDLWERE


commands and have a limited ability to reason on their own. NO. APPEARING: 1-10
While even more uncommon than the copper golem itself, even SIZE: Large
small animal shapes are known to exist. HD: 7(d8)
MOVE: 30 ft., 30 ft. (climb)
The process to build a copper golem is expensive (30,000gp at AC: 19
least) and requires the following: copper to construct the basic ATTACKS: 2 Electrical Slams (1d8)
shape, a mixture of elements to enable high conductivity, an SPECIAL: Darkness, Lightning Strike, Wind Blast
infusion of the creator’s own life force (for the semi-awareness), SAVES: M
and a variation on the animate object spell. Copper golems are, as INT: Average
a matter of course, immune to a large array of energy effects, but
ALIGNMENT: Chaotic Evil
they are still vulnerable to the attacks of the adventurer’s bane, the
TYPE: Aberration
rust monster, and any effect that does not have an energy base.
TREASURE: Nil
COMBAT: Copper golems remain passive to their set duties unless XP: 1400+8
disrupted in their set task. Then its relentless nature is revealed.
The grindlwere is a fiend that comes to life in the bosom of giant
Their ability to absorb energy and transfer it into a deadly energy
storms. Born of the chaos embodied in the violent conflicts of
burst and physical power makes these creations fearsome.
the elements, the creature manifests as a living entity without
ELECTRIC CHARGE: Once a turn, a copper golem can build up and discernable shape or form. It appears only as a darker mass
release an electric discharge. This effect, much like the lightning bolt in the deep dark clouds, for this is where the creature comes
spell, sends a fork of electrical energy scattering out into a given to life, drawing the power of the storm within it. It expresses
area. Those within the area of effect, which is similar to the chain itself through the forked tongues of lightning, which it hurls
lightning spell, can save for half damage. The damage inflicted is constantly. This is the most visible form the creature takes; a rush
equal to the creature’s current HD times a d6 (see below). of thick cloud that follows the arc of its own energy as it strikes
86 CASTLES & CRUSADES
G MONSTERS
those around it. The cloud assumes an of devilry against the dark lord. Naarheit
almost tangible shape as it follows the summoned great storms, hurling them
arcing electricity. upon the Horned One; some storms
bore these creatures within their bosom,
These creatures are almost impossible while others did not. The Horned One
to detect until the storm itself brews; at was confounded, and raged his power
such times, those experienced enough against any storm that he saw. Though
may detect the creature as a ball of the grindlwere failed to carry the battle
lightning or strange undulating darkness for Naarheit and he fell into ruin, they
in the clouds. lived on, manifesting in storms all over
the world. For chaos once unleashed is
The grindlwere take great joy in the
difficult to contain.
chaos of their own power and fall
upon any who come in their path, Grindlwere plague all the lands of
whetherbeast, man, monster, or god. Aihrde. Some of the learned scholars
They are unreasoning creatures without and magi, clerics and druids, attempt
the ability to speak or understand, for to harness this power, to summon
they hardly recognize they are alive. them. Their efforts sometimes meet
On rare occasions, encounters with with success, and others in failure; for
more than one occur, but these happen these creatures are indeed of Naarheit’s
only in the midst of massive storms. fashioning, and he has set his memory of
At such times, the grindlwere never them aside and left them to their true
act in concert, or for that matter, even recognize that another natures of unrepentant chaos.
grindlwere is present.
GULUP-THER
The grindlwere possess no physical form beyond that of the storm
which gives them life. They do not eat or need any sustenance; NO. APPEARING: 1-100
they draw their energy from the storm itself. Their life ends when SIZE: Small
the storm passes and the magic that gave birth to it fades. HD: 2(d8)
MOVE: 30 ft. (walk or swim)
COMBAT: These creatures thrive on violence and attack by AC: 15
thundering down upon their victims with a massive bolt of lightning. ATTACKS: By Weapon
This is often the first hint to someone that they are being attacked. SPECIAL: Poison, Spell-Like Abilities (see Shamans below),
This is always followed by the rush of wind, the darkness of the Twilight Vision
cloud, and electrical attack that is the creature’s nature. SAVES: M
INT: Average
DARKNESS: The area within the blast of wind is affected as if ALIGNMENT: Neutral evil
under a darkness spell. TYPE: Monstrous Humanoid
TREASURE: 1 (individually), 2-10 in groups
LIGHTENING STRIKE: The grindlwere hurls itself upon a foe XP: 24 X 2 (for shamans see table Monster Experience Points)
through a massive bolt of electricity, lightning that does 6d6
points of damage. It can strike from as high as 90 feet. Targets that The gulup-ther dwell in deep, ancient forests. Their bodies are
succeed at dexterity saves suffer half damage. The grindlwere can long and lean, from their torso to their arms, legs, fingers, and
use this ability once every 4 rounds. toes. They stand about four feet high. Their fingers and toes are
capped by round, suction-like cups. Their necks are narrow, but
WINDBLAST: The grindlwere are able to summon massive they support a large head that very much resembles that of a frog.
winds and hurl them upon their victims. This buffeting wind Their underbellies are bright yellow and smooth of scales, but
extinguishes all normal flames, moves any small debris, and their backsides are bright green and hard with larger scales. They
batters those within its area of effect. Anyone within 50 square have wide, deep-set eyes on either side of their heads, allowing
feet suffers a -2 on all physical attribute checks. Any creature them to see 360 degrees around them. There eyes are pale, but
that weighs less than 75 lbs. must make a successful dexterity at night reflect a deep red in the light of lanterns or spells. The
save or be knocked to the ground. gulup-ther are very adept at appearing as if they are giant frogs.
IN AIHRDE The gulup-ther are semi-civilized creatures. They fashion
The grindlwere is a creature of Naarheit, born of his contemplated tools using wood and stone; their clothing consists of animal
rage upon Unklar during their great battles in those lands that hides, sometimes cured into leather. They are not particularly
came to be known as the Frozen Salt Flats. That black-hearted god curious creatures and do not seek to learn new tasks or skills.
of chaos did not surrender his power easily and hurled all manner They use jade, feathers, teeth, claws, and other forest by-

MONSTERS & TREASURES OF AIHRDE 87


MONSTERS H
products for decorations and as honors. They are not adept
at making dwellings for themselves, usually living wild in the
deep forests or in the ruins of ancient dwellings. These wild
H
creatures are unaffected by the weather; in the winter they are HALFLING
much as they are in the summer. NO. APPEARING: 1-120
Shamans dominate their tribal groups. If 10 are encountered, SIZE: Small
there is at least one shaman; when any more than 10 are HD: 1(d8)
encountered, there are 2-5 shamans. Shamans act as mediums MOVE: 30 ft.
for the forest gods they worship and instruct the tribe on where it AC: 11
should live and what it should do. They are highly superstitious, ATTACKS: Weapon (by weapon)
reacting to most everything that occurs outside the norm as a SPECIAL: None
sign. Any shaman encountered possess cleric or druid spells of SAVES: P
1st to 8th casting level. More powerful shamans might dominate INT: Average
smaller groups, so it is entirely possible to meet 11 gulup-ther ALIGNMENT: Any
with a shaman able to cast as an 8th-level druid spell and another TYPE: Humanoid
group of 80 with a shaman able to cast as 3rd-level cleric. Roll a TREASURE: 1 per
d8 to determine the casting level of the shaman. XP: 20+2

COMBAT: The gulup-ther are not curious creatures and rarely Larger than their more civilized cousins the nomadic Halflings of
deem something a threat unless directly attacked or encouraged Aihrde range between 3 and 1⁄2 and 4 and 1⁄2 feet tall. They have
to do so by their shamans. When they do engage in battle, they tanned skin, with dark hair and eyes. They like to wear their hair
usually do so from a distance, using spears, javelins, and their long, often braiding it in the style of the dwarves. Their clothing
preferred weapon, the atlatl. They coat their weapons in poison is simple, almost rustic, but always practical. They travel armed,
extracted from poisonous frogs. usually with bows, spears, throwing axes and the like. They abhor
footwear of any kind, preferring the cool earth, whether snow
POISON: The poison used by the gulup-ther acts as a Type III bound or dry, to the feel of leather.
poison. Anyone who fails their save suffers 1d8 points of damage
and -2 from all primary attributes. A successful save reduces the There are two distinct types of Halflings. The first and largest
damage to 1d4 and the side affects to -1. group is migratory, traveling in bands, both afoot, on pony, and
often in wagons. These Halflings dwell in family groups, from a
IN AIHRDE few dozen to hundreds. Though many consider them wild, they
are not, but rather live in the wilderness, closer to the earth than
The gulup-ther were once men. They dwelt in the Ethvold, in
any other of the free peoples. Skilled huntsmen and warriors
the lands of southern Ethrum. They paid homage to Amenut, a
these Halflings possess an edge that makes them more akin to the
god of uncertain disposition. Amenut took the guise of a giant
dwarves than any other people. They have skills in weapon smith
man-like frog and ruled from the deep valleys of that ancient
and are expert in waging guerilla war. They prefer dark, earth
wood. Those who followed him knew wealth and prosperity and
colors in their clothing; and though they smoke they do so with
they waxed powerful beneath the forest eves. They built cities
little sign of the actual smoke, being skilled in smokeless pipes.
of stone with broad avenues and tall buildings. They decorated
their dwellings with ponds and streams, building sanctuaries for The second group of Halflings are more sedentary, living in
the worship of their god. They ruled for many long years in the towns and villages, in the company of others or not. These are
days when the Dwarves were young. more homespun and less fierce than their wilder cousins. They
delight in colors and comfort; brewing beers and making foods
But the worship of Amenut failed in the end, and he faded from
well known to many. These Halflings are far more rare than their
glory, shrinking in size and happenstance. Those who followed
cousins and have only recently returned to living in the open.
him lived on, calling ever to his image, and in time, through the
machinations of their own magic - corrupted without the god’s Neither branch is estranged from the other; Halflings are
leadership - they transformed into images of their god. These congenial people unless roused, and very protective of each
images reflected their desires to bring Amenut back to power other.
and glory, but it was not to be.
They are skilled in many crafts most notably those that can
Now the gulup-ther are a lost people; few of their number heal or refresh; they brew potions and manufacture goods that,
remember or even worship Amenut. Their shamans call to the though rare, are highly sought after for their powers more so than
Og Aust, but rarely put a name to the power. They are secretive their rarity. They have forestry skills unsurpassed by any folk but
and hide mostly in the deep, unexplored forests of the Darkenfold for the elves.
and Ethvold, though some migrated to other parts of the world,
most notably the lands of Inklu-Naid across the sea. COMBAT: In battle the Halflings prefer hit and run tactics; laying
ambush on traveled paths or baiting their tormentors into deeper

88 CASTLES & CRUSADES


H MONSTERS
glades where their fellows gather for the occasion. They prefer tribe shy away from actively killing them. More common folk
bows and javelins, stones and slings in order to afflict wounds sacrifice to the hawk; the nobles of Kayomar keep the birds in
on their enemy rather than closing with them. When pressed large aviaries, as doing so is a sign of wealth and prestige.
however they are fierce and do not yield a battle field unless
forced off of it. HIPPOPOTAMUS
NO. APPEARING: 2-16
FOREST SKILLS: All Halflings have the following player character SIZE: Large
halfling abilities: hide, move silently, and hear. HD: 8 (d10)
IN AIHRDE MOVE: 20 ft., 30 ft. (swim)
AC: 16
Halflings dwelt in relative obscurity in Aihrde for many long ATTACKS: Bite (1d8)
centuries, little attention given to them. This changed however, SPECIAL: Trample
during the Winter Dark for the Lords of Aufstrag took great SAVES: P
pleasure in hunting the creatures and the hounds of those dark INT: Animal
towers led man a hunt into the wilderness. The sport became a ALIGNMENT: Neutral
pastime for all the powerful and as a consequence those halflings TYPE: Animal
that survived became tough and ornery, they distrusted all the TREASURE: 5
other peoples of the world, finding them disagreeable at least. XP: 375+8
They took to the deep places in the wilderness and their honed
their skills and resisted the hunt. Those that survived were Hippopotami live along the muddy banks of slow-moving rivers.
tough, resilient, self sufficient and above all, very able warriors. They are short-legged and broad bodied, with a tough gray or
They traveled in bands but lived in secret. brown hide. Their large bodies are extremely buoyant, and they
spend most of their time either swimming or submerged while
After the fall of the Horned God some emerged from the forests feeding upon aquatic plants. Any treasure they may have is
to see a new world, but just as many remained in the forests, always found at the bottoms of the riverbeds they occupy.
watchful and distrustful. Some few took the road of high
adventure, plying the hunt against their old oppressors. COMBAT: Hippopotami are extremely aggressive and are known
to viscously attack anything that gets too close by using their
HAWK (RED-TAILED) powerful maws.
NO. APPEARING: 1 TRAMPLE: When fighting on land, a hippopotamus can trample
SIZE: Small medium or smaller creatures for 2d6 points of damage. A
HD: 1(d4) successful dexterity save reduces the damage by half.
MOVE: 120 ft. (fly)
AC: 13 HLOBANE ORC
ATTACKS: 2 talons (1 point each) NO. APPEARING: 10-5000
SPECIAL: Superior Vision SIZE: Medium
SAVES: P HD: 2 (d10)
INT: Animal MOVE: 30 ft.
ALIGNMENT: Neutral AC: 16
TYPE: Animal ATTACKS: By Weapon (+1 to hit and damage)
TREASURE: Nil SPECIAL: Dark Vision 60 ft., Immunity to Poison, Light
XP: 5+1 Sensitivity
Hawks are common birds of prey. The red-tailed hawk is one of SAVES: P
the largest of this species, ranging up to 2 feet in length with a INT: Average
wingspan of four plus feet. They are dusky brown, with bright red ALIGNMENT: Lawful Evil, Lawful Neutral
tail feathers. The female is always larger than the male. TYPE: Humanoid
TREASURE: 2
They are very social animals, and are susceptible to training. XP: 27 +2
They are used as sporting creatures, familiars, and in hunting.
The Hlobane are orcs, though of a particular breed. In general,
COMBAT: The hawk does not attack anything it cannot eat, they are tall for their kind, with large chests, long muscular arms,
unless it has been trained to do so. However, even trained hawks and legs as thick as timber. They are very muscular, priding
generally only attack by swooping upon their prey. themselves in their fitness. Only the very old or very wealthy
Hlobane tend to the heavy side. And these are grossly fat, living
IN AIHRDE off of a lifetime of spoils. A Hlobane’s skin is always a deep green,
The Ethrum hold hawks to be a sacred animal, and any of that mottled almost black in the joints of their legs and arms. They
have broad faces with a wicked underbite. They often shape the
MONSTERS & TREASURES OF AIHRDE 89
MONSTERS H
the bonds of one clan to join another. The Clans
make up the Hlobane Nation, and they serve a
Council of Elders chosen, not from each clan, but
from those elder warriors who have gained the
most fame in battle. Each clan supplies soldiers for
the Nation in time of war, which is almost always.
Sanjaks lead the troops; the tribe adopted this title
for general some time ago. The Council chooses
the Sanjaks for their skills on the battlefield.

The most accomplished warriors lead Hlobane


troops in battle. For every 10 encountered, at
least one Pit Orc is present of 2+2 hit dice and an
armor class of 16. For every two or more Pit Orcs,
there is one Overseer of 4 hit dice and an armor
class of 17 present. For every 4 Overseers, there is
one Over Lord, of 9 hit dice, and an armor class
of 19. Over this troop is the Sanjak, usually the
general in charge of the Hlobane army.

By the time a Hlobane reaches the age of six,


males join older males outside their family unit.
They serve an apprenticeship for several years.
The older males wean the younger from their
fangs that rise from the lower jaw and cap them with steel or
mothers and teach them the arts of war. The younger orcs serve
bronze. Their eyes are deep yellow with narrow pupils and filled
the older in all manner of capacity, from cleaning their armor
with an intelligence that their lesser kin do not possess.
to fetching food. When they reach the age of 13, the tribe
The Hlobane (pronounced Hu-Lo-Bane) Nation is a vast and considers them warriors and allows them to enter any of the
powerful tribe of orcs. Mercenary captains prize them, for they warrior societies that thrive in the Hlobane communities. The
are highly militarized and famous for their iron discipline and societies serve as the backbone to the Hlobane military strength.
an unwavering courage in the face of battle. It is rare to hear of They prize discipline, sacrifice, and battle skills above all else.
a Hlobane who retreats or flees from a battlefield. The Hlobane
generally keep to themselves, speaking to few, and those who do, The Hlobane shun magic for the most part. Their society has few
serve the interests of their paymaster or Lord. They are fiercely shamans or wizards. Orcs shamans have some spellcasting capability
loyal to each other, and if one is in trouble, it is more than likely from both the wizard and cleric classes. Shamans can learn a
that the others will rush to his aid. Some do venture from the maximum of 24 spell levels, with no spell greater than 4th level.
Nation in order to gain glory in arms. Example: An orc shaman with six 1st, four 2nd, two 3rd, and one 4th
level spell has the maximum of 24 spell levels. Shamans call upon
The Hlobane have always been a settled orc nation. They their dark gods only to play witness to their bravery or their deeds.
dwell in towns made of stone or built into the sides of hills and
mountains. They are accomplished craftsman, ordering and Hlobane don’t get along with many races. They tolerate any and
fortifying their dwellings along military lines. Their entire society all who they feel can serve their greater purpose. They detest
is one based on military principles, even to the ordering of their other orcs as weak, unworthy creatures. They have a grudging
family households. At the head of each household is a patriarch; respect for dwarves and halflings (this last may only apply to
he is followed by a matriarch, their children, any brothers and the battle hardened halflings of Airhde). They have had little
sisters the patriarch has, his parents, and in some cases, his contact with elves, and as such, do not possess the normal orc
mate’s parents. The patriarch does not rise to power by age but hatred of those creatures.
by strength. As soon as a patriarch becomes weak or dies, the
The Hlobane speak their own tongue, which is much concerned
remaining males in the family group contest each other for the
with military terms and military organization.
role of patriarch. There is almost always a second in command,
however, and these family disputes rarely break out into open COMBAT: The Hlobane fight as they live, with discipline and order.
brawls or contests. They fight as a unit when they can; they are able tacticians, if not
strategists. Even younger Hlobane are able to take in and take
Each family group belongs to a larger clan. The clan consists of
advantage of the terrain and fighting conditions in which they are
several related family groups, usually ones related through the
going to fight. Though they do not retreat, they also do not, by
female, but not always. The size and numbers of the clans shifts
their own volition, knowingly throw themselves into a position of
constantly, depending on circumstances. Clans frequently break
certain destruction. If ordered into such a position by a leader they
up due to deaths or when one group decides to break free from
90 CASTLES & CRUSADES
H MONSTERS
respect, they will obey without question. They favor heavy armor, During the long Winter Dark, they served him well, and they
shields, helms, and large cleaving weapons, such as the glaive, settled in and around the Red Hills, where they guarded the
halberd, and the like. For close quarters, they use short swords and southern approaches to Aufstrag. They served in the guards of
axes. They are more partial to crossbows than bows. many of the great Princes of his Empire. During the Winter Dark
Wars, at the Battle of the Tree, or as some call it, the Ten-Day
IMMUNITY TO POISON: This creature gains a +2 on all saving Battle, the Hlobane Nation stood firm against the Council of
throws against poison. Light. So the histories record, “Only the Hlobane, the Orcs of
IN AIHRDE the Red Hills, retired in order, for their pride has always been
their strength, and they could not be sundered.”
The Hlobane originate in the Austsern, the Claws of God, a land
far to the east of the Cradle of the World, in the southern Marl. The Hlobane are numerous and powerful and still hold to the
They were an insignificant tribe until they came into contact old ways of the Horned God. Their shamans worship him, and
with an outcast sorcerer from island kingdoms of Kath who their warriors fight under his banner. They are a prideful people,
used them as his servants. The sorcerers of Kath were immortals for they alone survived the catastrophe of the Toten Fields. They
who worshiped the Dragon God of their own land. After several prefer heavy armor and weaponry and are generally skilled in
generations, the Hlobane changed markedly in their behavior the use of it. They live in townships with large dirt parapets
and abilities. The sorcerer used them in his wars and in various surrounding them. They carry the banner of their lord, a crescent
enterprises. After many years, he left them, returning into the moon into battle and frequently wear it upon their shields.
south, but the Hlobane were changed forever.
Most also speak the Vulgate (Common). The more intelligent
They continued to live in the Austern until Unklar found them. ones (14 intelligence or better) speak Dwarven and Goblin.
Greatly impressed by what he saw, he immediately desired to
bring them to his realm as servants, so he took the guise of a HLOBANE ORC: NEUROG LET, BONE CRUSHERS
black dragon and fell upon the villages and towns, slaying many NO. APPEARING: 1
and driving the others into the wilderness. There, in his true SIZE: Large
form, he “found” them and rescued them, offering them promises HD: 8 (d8)
from his own hand in his own realm. The Hlobane were beguiled MOVE: 30 ft.
and followed Unklar into the west to his towers in Aufstrag. AC: 19
There, he remade them into warriors and cultivated them until ATTACKS: Ball and Chain (2d6), 2 Claws (1d4)
they were the most trusted and fierce of his lesser servants. SPECIAL: Darkvision 60 ft., Spell Immunity
SAVES: P
INT: Low
ALIGNMENT: Lawful Evil
TYPE: Humanoid
TREASURE: Nil
XP: 500 +8

The Neurog Let, called the bone crushers in the Vulgate,


are beastly orcs, bred for their sheer brutality. They are tall,
powerfully built, though surprisingly lean creatures. With narrow
eyes set beneath a thick brow line, it appears as if they are forever
glaring. Their mouths are wide, and their teeth filed and sharp.
Like all orcs, they have tusks that jut from the lower jaw, but
the Neurog Let often grow the tusks back into their upper jaw
where they cut into the flesh, causing wounds which constantly
seep pus and blood. Hairless but for a token lock they keep on
their scalps, the Neurog Let ritually tattoo themselves, usually
blending their horrific scars with the decorative nature of the
tattoos. The tattoos always reflect the dark crescent, or the
Horned God.

Neurog Let spawn other Neurog Let, and these are usually kept apart
from the tribe, bound to the females of their particular breed. These
den mothers routinely beat them and torture them, teaching them
the tools of their trade. By the time the neurog let reach maturity,
a rage born of a long life of pain and suffering consumes them; for
this reason, the tribe binds them in chains, specifically designed for
the bone crushers. Two chains, each independent of the other, are
MONSTERS & TREASURES OF AIHRDE 91
MONSTERS H
set on the creature’s wrists. The chains attach to one or two spiked
mace heads and are placed inside a huge iron ball that weighs several
hundred pounds. The Neurog Let must drag this ball wherever he
goes. The Ukjanu Let, The Keeper of the Bone Crusher, looks after
the ball. The ukjanu is the only orc allowed near the bone crusher.
He feeds him, waters him, and mends his wounds. For these reasons
they exercise some control of the Neurog Let. In combat
the ukjanu breaks open the
large iron ball and releases the
spiked mace heads, unleashing
the Neurog Let onto the world.
Generally the bone crusher
only responds to the Ukjanu. If the
Ukjanu is killed, the Neurog Let rampages on all
things living until he himself is killed.

By the time they reach maturity, the battle groups assume


charge of them and use them for a variety of purposes.
For the most part, they are used to torture prisoners
and strike fear into those who do not yield to the
questions put to them. They also unleash them in
order to battle some champion or the like.

COMBAT: Neurog Let, once unleashed, attack with a


brutal disregard to any suffering they may incur. They
the Confederation of Torrich, Eloria, the Gelderlands, or other
single out the largest or best-armored opponent, and attack until
similar places, always with the Ukjanu let in toe.
they have killed it or they themselves fall. They do not feel pain
or suffer any wound to stop them, fighting even after limbs have HLOBANE ORC: UKJANU LET, KEEPER OF THE
been severed. They attack with the ball and chain, swinging it BONE CRUSHER
in wide circles to smash their victims or using them to strangle
opponents. If freed from their chains for some reason, they take NO. APPEARING: 1
up any weapon that is near. SIZE: Medium
HD: 4(d8)
SPELL IMMUNITY: Neurog Let posses an immunity to all mind- MOVE: 30 ft.
altering spells, such as fear, charm person, etc. This does not AC: 16
include illusions. ATTACKS: By Weapon
SPECIAL: Twilight Vision
IN AIHRDE SAVES: P
The Neurog Let, of the Hlobane orcs, hail, as all the whole of INT: Average
that orc tribe does, from the Red Hills. Descendants of the first ALIGNMENT: Lawful Evil
orcs of the Marl, they are held in high regard by the rest of the TYPE: Humanoid
Hlobane peoples. To become an Ukjanu is a highly sought after, TREASURE: 2
if dangerous, post in the tribal hierarchy. XP: 90+3

During the Winter Dark, each Hlobane legion took one of these The UkJanu Let, the Keeper of the Bone Crusher, is a unique orc
creatures to serve in the noted purpose. In later years, Unklar amongst orcs. Its appointed task is singularly unique amongst
favored them in his dealings with all peoples and frequently used the orc kindred, for it is set to watch the Neurog Let, the Bone
them to bring great suffering and humiliation on his victims. Crushers. The UkJanu shave their bodies to make themselves
Their nature made them unreliable, and they often turned on seem more palatable to their maddened charges. They wear
Unklar or his servants and were in their own turn destroyed. tattoos of a religious bent as men wear clothes. But much of
In latter years, the Neurog Let have become even more rare, this they hide, as they love to adorn themselves in iron. A fitted
but any large group of Hlobane numbering over 100 has a good breastplate and leg and arm greaves leave only their forearms
chance of possessing one of these fierce creatures. and thighs exposed. They always wear a heavy helm, often
shaped to mimic a crow’s bill. They carry any assortment of
They are most often encountered in the east; however, an weapons, but prefer cleaving weapons such as the glaive, pole
increased demand for these creatures in certain courts and axe, or bearded axe.
by those who seek such protection has led to their spreading
to the west. They are sometimes sold on the slave markets of

92 CASTLES & CRUSADES


H MONSTERS
The UkJanu Let is a highly sought after position, for once reddish-pink skin. In winter months, they grow a shaggy coat of
tasked as a Keeper, the orc is relieved of all other tasks. The fur, usually dark red or reddish-black in color. Their eyes burn
tribe chooses only those possessed of keen intelligence, guile, with an eldritch fire that glows in the dark, sending wisps of blue
and strength. Once chosen they are given a charge, usually smoke rising from their heads. Their breath is a gale of fetid stink.
one fresh from the den mother’s hold, and they are set the When they walk, the world rumbles; when they leap, it shakes;
task of bonding with the Neurog Let. Only the UkJanu may and when they do battle, it quakes.
speak with their charge. Through a series of elaborate rituals,
they bind the Neurog Let to them, and a true empathy Though they are rare, the hounds are found in all climes and all
develops. The two are inseparable ever after. terrains. They generally hunt alone, though they are occasionally
found in pairs. They will eat anything and do not reason when
A great iron ball binds the Neurog Let; this ball opens upon a they are hungry. If well fed, they tend to only hunt faerie creatures
command word given by the UkJanu. Once spoken, the ball of all stripes, especially elves. They have a peculiar ability to sniff
opens, releasing the chains that hold the Bone Crusher. out creatures that are good or chaotic, both dispositions for
which they have an unreasoning hatred. They neither make
If a Bone Crusher falls its UkJanu often becomes mad with rage dens nor stop moving. Once in a great while, they settle in a
and grief, and attacks whatever killed its charge. region and hunt the region over, particularly if that area has an
abundance of its favorite food.
COMBAT: The UkJanu possess no particular battle skills that stand
them above and beyond their fellow tribesmen. They do not engage Elves have a wholly natural fear and hatred of these creatures, for
in combat so long as their charge is alive. They rush to its aid only if they often terrorize their villages and towns. Few can tame them,
they see that it is threatened by death; otherwise, they remain near but some have tried, and fewer still have succeeded, most ending
the iron ball ready to call back their charge whenever they can. If their days as dog meal.
pressed, they attack with the lust that any of their breed possess.
COMBAT: The hounds have a tremendous sense of smell and a
IN AIHRDE keen sense, not unlike a dragon’s. When their prey is located, they
UkJanu is a rank more than a breed. Orcs vie for the post for a attempt to lie in wait for it, hoping the victim comes within their
variety of reasons, but the honor hungry Hlobane, of which the leaping range so that they can pounce and devour the hapless
UkJanu come, usually seek the post for the power it commands. creature. When this fails, if they are discovered for instance, they
All in the Hlobane tribe give the UkJanu are given a wide berth attack by charging outright, leaping and attempting to swallow
but for the Tribal Council. The tribe affords them a great share their victim.
of any treasure, and ensures they are well fed and given plenty
to sake their thirst upon. Keeping the UkJanu well supplied KEEN SENSES: A hound of darkness sees twice as well as a human
and happy is an honor for more common Hlobane, and for this in shadowy illumination and twice as well in normal light. It also
reason, ukjanu let live in the best of circumstances. has darkvision out to 120 feet and the scent ability. They have
superior hearing, as well, and are able to pinpoint almost any
They are found wherever Bone Crusher orcs are found, which is opponent unless the target is magically hidden such as with an
certainly with the Hlobane tribes in and around the Red Hills. invisibility spell.

HOUNDS OF DARKNESS
NO. APPEARING: 1-2
SIZE: Large
HD: 20 (d12)
MOVE: 60 ft.
AC: 22
ATTACKS: Bite (4d8)
SPECIAL: Detect Chaos/Good, Keen Senses, Leap, Swallow Whole
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Magical Beast
TREASURE: Nil
XP: 12,550 +20

These malevolent hounds tower above the earth, standing 15-


20 feet at the shoulder and weighing over 6 tons. They have
broad chests and tapered waists, with wide heads and short
snouts filled with fangs. Their fur is short in the summer, and is
sometimes splotchy or falling out altogether, exposing wrinkled,

MONSTERS & TREASURES OF AIHRDE 93


MONSTERS H
LEAP: Hounds of darkness can make massive leaps, whether HULEN
standing still or from a run. If standing still, they can leap up
NO. APPEARING: 1
to 50 ft., whereas from a charge, they can leap a full 75 ft. Any
SIZE: Large
creatures they land upon must make a successful dexterity save
HD: 6 (d8)
or suffer a crushing blow from the creature’s weight for 8d10
MOVE: 40 ft. (fly)
points of damage. A successful save negates all damage. Due
AC: 19
to the creature’s massive size, dodging is possible, and any leap
ATTACKS: 6 Tentacles (1d6 damage each)
attack only has a CL of 10.
SPECIAL: Twilight Vision 60 ft., Ethereal Jaunt
SWALLOW WHOLE: Hounds can try to swallow any medium-sized SAVES: P
or smaller opponent by making a successful grapple check. The INT: Low
swallowed creature takes 3d8+7 points of crushing damage per ALIGHNMENT: Neutral Evil
round plus 8 points of acid damage from the hound’s gizzard. A TYPE: Extraplanar
swallowed creature can cut its way out by using claws or a small TREASURE: Nil
slashing weapon to deal 25 points of damage to the gizzard (AC XP: 405+6
20). Once the creature exits, muscular action closes the hole;
Hulen appear as huge tuberous masses of tissue. Their large domed
another swallowed opponent must again cut its own way out. The
top is red or orange in color, translucent and sprouts hundreds of
gizzard can hold three medium-sized or six small opponents.
bone-white tentacles of varying sizes. It is difficult to actually focus
IN AIHRDE on the creature, and the viewer often sees only a mass of horrific-
looking tissue, for this abomination doesn’t, in fact, possess a physical
Unklar first used his forges in the Klarglich, the Pit of Woe, to form. They are strange creatures who inhabit both the ethereal and
bring forth these fiendish beasts. The evil hounds were forged material planes, lingering on the edge of both.
from the tortured bodies of fey, twisted into the shapes of massive
dogs. Beaten, battered, and starved, they became wild with rage. They are very predacious and delight in snatching victims, or at least
When at last they were released, they left the Pits in a rush and the items they possess, from the material plane and casting them off
scattered throughout the world. In those days of the Winter Dark, into the ethereal, where they return to feast upon them later.
they were seen in all the corners of the world, even swimming the
oceans in their hunt for elven prey. It is rumored that one of COMBAT: The hulen are able, through their ethereal jaunt ability,
these beasts slew the elven Queen Londea in the Shelves of the to move from one plane to the other, and they can pass through
Mist. They were hunted by the Prince Meltowg Lothian for many physical items in the material with ease. They usually stalk a
years until his death. And the annals speak of three that he slew certain area and wait for victims to pass through, at which point,
single-handeddy. The creatures remain, though, haunting the they jaunt in, attempt to snatch the victim, and then jaunt back
world and elves in particular. They are driven by lingering pain to the ethereal, where they attack the victim. If at any time the
from their tortured births as much as by hate. Their only purpose hulen is wounded in either plane, it ceases its attack and retreats
was to root out the high elves from their places of hiding. With to the ethereal plane. If its victim is in the ethereal plane and doing
the banishment of Unklar, they roam the world without a master, much damage, it jaunts back, dropping the victim into the prime
seeking elves to kill or a new master to follow; some few lie in material. It can carry up to 2 human sized victims per jaunt.
dark places to abide their days in misery.
ETHEREAL JAUNT: A hulen can enter the material plane from the
ethereal at will, leaving its “body” behind in the ethereal. Once
in the material, the hulen may pass through all material objects
in the material world without impediment, and may not be seen
or interacted with by any mundane means unless it is attacking.
When it attacks a victim, it is completely physical and visible.

IMPROVED GRAB: When a hulen successfully strikes with two


or more of its tentacles, an opponent must make a successful
strength save or be held, immobile, in the creature’s grasp. In
the following round, and any round the victim remains held, the
hulen jaunts back to the ethereal, victim or item in hand.

IN AIHRDE
The hulen possessed a lingering desire to serve their master’s
purpose, which was to guard the pathways that lead from the
Void to the Material world. Despite their desires, they hadn’t
the power or understanding, so they dwelt in limbo, lingering on
the edge of the material plane, watching for they do not know

94 CASTLES & CRUSADES


I MONSTERS
what. They constantly drift into the world and snatch people and
things and carry them to the ethereal, where they leave them or
devour them.

I
IBAR
NO. APPEARING: 1-10
SIZE: Medium
HD: 4 (d8)
MOVE: 60 ft.
AC: 16
ATTACKS: Bite (1-10)
SPECIAL: Nauseous Cloud, Trip, Twilight Vision
SAVES: P
INT: Animal dexterity modifiers. This effect is not
ALIGNMENT: Chaotic cumulative with other ibar clouds, and
TYPE: Magical Beast it lasts for 10 rounds.
TREASURE: 5
XP: 100+4 IN AIHRDE

Ibar are beastly creatures cast in the general shape of a leopard. The ibar are ancient creatures pre-dating the Dwarven
The ibar’s body is long, as are its legs and neck. Gaunt flesh Kingdoms. They have hounded the peoples of Aihrde, both
clings to the ibar’s flanks, revealing thick bones and casting the above and below ground. They are valued for their quills. Skilled
beast in a ghastly yellow color. Its shoulder bones extend and craftsman have used the quills in the manufacturing of many
protrude beyond the skin and well beyond the creature’s back; items, from scroll cases to whips and blowguns. The quill itself is
they broaden too, affording the ibar’s flanks protection. A mane almost indestructible, and is pliant when heated. Generally, the
of long quills encircle the ibar’s neck, extending down to cover quill sells for 5gp in the open market.
its chest and along the spine where they merge with its thin tail.
ICE ROUNDER (MUGI WORM, FLAT HEAD, OR TUOYEL)
The ibar’s head is short and beaked, and its eyes are broad and
set deep beneath boney cavities upon its skull. NO. APPEARING: 1
SIZE: Large
The ibar are able hunters, found in almost every clime and type HD: 8 (d8)
of terrain. They run individually or in packs; however, their MOVE: 30 ft.
natures are wild, and they are unable to work in concert with AC: 16
each other for long. They, often as not, attack one another in the ATTACKS: Bite (2-12), Tail (1d6)
course of a melee. SPECIAL: Camouflage, Keen Senses, Rend (Roll)
SAVES: M
They are highly territorial, holing up in deep dens, or taking up INT: Animal
residence in old ruins, dungeons, and the like. Packs that become ALIGNMENT: Neutral Evil
too large split, much as do wolf packs. TYPE: Magical Beast
TREASURE: 9
COMBAT: The ibar attacks by rushing an opponent and attempting
XP: 700+8
to trip them. If the trip fails, the ibar immediately expels a cloud
of gas to disorient its prey while it attacks. Ice rounder, or flat head worms, are long, flat creatures that are
found in most cold climes. They are generally white or light gray,
TRIP: Upon a successful bite attack, the ibar attempts to use its
covered in coarse fur, and are well adapted to hiding in the snowy
weight and the force of its charge to pull down its victim. The victim
tundra. Ideally built for travel in the deep snow, ice rounders are
must make a successful dexterity save or fall to the ground. On the
long creatures, growing up to 15 feet in length. They have six
following round, the ibar attacks with a +2 to all to-hit rolls.
thin, long, double-jointed, legs with webbed toes. They have a
NAUSEOUS CLOUD: The bases of the ibar’s quils contain pockets broad, flat head, capped by a wide mouth, filled with discordant
of pus that generate a foul odor. Once a day, the ibar can open rows of hundreds of small, thin, razor-sharp teeth. The teeth
these pockets and trigger a spray of nauseous gas. The reeking protrude from the mouth at all angles, even beneath the
cloud envelopes the ibar and everything within 10 feet of it. creatures’ thin lips. Their eyes are wide, with huge bluish pupils,
Anyone caught in the cloud must make a successful constitution but they are nearly blind.
save or become disoriented. They attack at a -2 and lose any

MONSTERS & TREASURES OF AIHRDE 95


MONSTERS I

They are stationary hunters, camouflaging themselves in control of the land. They flourished for the thousand-year reign,
surrounding snow and extending their two whip antennae out becoming a complete terror to folks all over Aihrde. They now
and under the snow. These appendages are 6-8 feet long and inhabit the high peaks of almost all of the world’s mountain
grow out from beneath the creature’s chin. They resemble thin ranges. They do wander down during the cold months, hunting
black whips. more tender morsels than their normal mountain fare. They are
still plentiful in the Great Salt Flats.
Ice rounders are highly predacious and hunt constantly. They are
rarely found in the company of other ice rounders. Their webbed IKLE DEMON
feet allow them to swim, which they do frequently in search of fresh
NO. APPEARING: 1
hunting grounds. Their movement is the same in water as out.
SIZE: Small
COMBAT: Ice rounders hunt through ambush. They lie in wait until HD: 1(d6)
some unsuspecting prey passes by; at which point, they launch an MOVE: 20 ft.
attack. Using their mouths to bite and get a solid grip, they use the AC: 14
weight of their bodies to push the prey to the ground. If the prey ATTACKS: Choke for 1d4 points of damage
struggles too much, they strike with their tail, as well. SPECIAL: Engulf, Incorporeal
SAVES: M
CAMOUFLAGE: Ice rounders can blend into any snowy INT: Low
environment. They do so by lying still in the snow for hours, ALIGNMENT: Chaotic Evil
sometimes days on end. When concealing themselves, they have TYPE: Extraplanar
a +2 bonus to hide checks and a +4 bonus to surprise rolls. TREASURE: Nil
XP: 25
KEEN SENSES: An ice rounder is almost blind and has little
sense of smell, but it is possessed of highly keen senses in its Ikle demons have no particular shape or form. Upon first glance,
antennae; and are very sensitive to ground movement or even they look like a wisp of dark smoke, though a more careful
heat variations. The ice rounder can tell the size of passing prey, observation reveals the vague shape of a man or woman’s face
its weight and speed. Anything that crosses over their antennae captured with a look of extreme fear. This terror is so written into
is instantly attacked. the parchment of their expression that it leaves the viewer cold.
They smell like burnt tar, so anyone within a few feet is left with
REND: If the ice rounder scores a successful hit with its bite by an acidic taste in his or mouth.
rolling 19 or better, it grabs an opponent in his huge, teeth-
filled maw and immediately begins cutting the flesh, gaining These small creatures come from the negative planes. They are
an extra 1d8 damage each round it holds on. A successful the evil spirits of petty criminals cursed to spend eternity in the
strength check (CL 6) allows the victim to break free. If the shadows. They are numerous and found almost anywhere. Ikle
creature remains in the ice rounder’s jaws, the beast does a demons are terrified of everything around them, and seek only to
death roll, similar to that of an alligator. The victim must hide from any light. However, if suddenly unearthed or exposed
make a successful dexterity check (CL 6) or the affected limb in some way, they do attack.
is torn off for a further 1d12 points of damage a round until the
wound is bandaged. Though they are not technically undead, a cleric can turn them.
Holy water does 1d8 points of damage to the creature.
IN AIHRDE
COMBAT: When pressed, the ikle demons attack the nearest
These strange creatures emerged from the Great Salt Flats person to them by launching at their face. They attempt to
after the early days of the Great Wars, when Unklar had taken engulf them. If they succeed, they enter the victim’s mouth and

96 CASTLES & CRUSADES


I MONSTERS
nose, attempting to choke them. If left alone, however, it flees to
the nearest dark corner it can find.

ENGULF: If an opponent is struck by an ikle demon, the creature


engulfs the victim’s head. The opponent must make a successful
dexterity save in order to avoid damage. If they succeed, they
take no damage; if they fail, the demon enters their throat and
nose and begins choking them for 1d4 points of damage a round.
Each round thereafter, the victim can make a dexterity check to
see if they can manage to break free from the creature’s grasp.
The victim cannot attempt to break free and take another action
in any given round.

INCORPOREAL: They can only be struck by magical, silver, blessed,


or iron weapons.

IN AIHRDE
Though most commonly encountered in the Shadow Realm, these
demons dwell everywhere. Cursed by their life’s actions, their souls
wander without direction, forever denied access to the Dreaming
or the Stone Fields. Ushered from the light by their own fear,
they hide in dark places far from the roving minds of men. They
are often captured by wizards, sorcerers, priests, dwarven smiths,
goblins, shamans, and the like and used as guardians. arms, though the cows are more nimble and move far quicker than
their rambling mates.
IO-TOPEK (APE-MEN)
The io-topek have long fangs, often ringed with bands of iron,
NO. APPEARING: 4-80 gold, silver, or some other precious metal. Though once they
SIZE: Large mastered the use of metalworking, they have long since lost this
HD: 5(d12) ability, and then nowpilfer the dead for what they wear. They deck
MOVE: 30 ft., 20 ft. (climb) themselves in arm bands, rings, and studs. They sometimes carry
AC: 16 shields, but rarely, as these tend to interfere with their movement.
ATTACKS: 2 Claw (1d8 each), Bite (1d12), By Weapon (2d8) For weapons, they use iron-studded clubs, stone axes, or other
SPECIAL: Blood Frenzy, Leap, Rend, Scent, Twilight Vision weapons they have stolen or inherited over the years. They have a
SAVES: P very good mastery of ropes, vines, and the like, and often use these
INT: Superior in combat to immobilize their foe. Though intelligent, they are not
ALIGNMENT: Neutral Evil very industrious, living in the ruins of their ancestors, embedded in
TYPE: Humanoid the squalor of a past they cannot remember.
TREASURE: 6
XP: 380+5 They live in small band, usually, but not always, near the ruins
of their ancestors. Some of the bands have digressed into such
In the deep jungles of the south lie wondrous cities, now in ruins, a primitive state they hardly resemble their kin. These bands
victims of time and nature. Little remains where once stood are led either by the largest bull, a warlord, or by a shaman, an
mighty ramparts, domed buildings decked with gold, and other io-topek of greater intelligence that can conjure minor spells.
splendors. The walls are decaying, vines cover the gates, trees split Warlords possess maximum hit points and an AC of 20. They are
the cobbled ways, and the domes are in splinters. Here, amidst all able to do an extra 1d4 points of damage on any attack. Shamans
this forgotten splendor, dwell the last of a dying race, the io-topek. act as a normal io-topek, but can cast druid spells as a 5th-level
The io-topek are creatures that resemble ape-like men. They stand druid. The bands consist of about 50% male and female, with
about 5 feet tall, are thick of chest, with long arms and shorter legs. 10% of the band being young adults or babies.
They are powerful creatures, with thick muscles of corded iron.
They walk with a rambling gait, moving slowly and awkwardly. COMBAT: The io-topek are ferocious in battle. They are quick to
When they run, they are very fast, for they shift their weight anger and attack most anything that displeases them. Always in the
forward using their arms as much as their legs. Their bodies are backs of their minds are latent feelings of superiority and the desire
covered in a thick layer of dark hair, and the skin beneath is thick, to destroy anything that may cause envy. If a warlord or shaman is
more like the hide of a beast than the skin of a man. The heads of present, they can act in concert when attacking. The troop, male
the bulls are strangely devoid of hair, their scalps a pale gray color. and female, surrounds the enemy and falls upon them from all sides.
The cows have longer hair, with a generous amount on their heads. The io-topek will attempt to capture some of their victims and keep
The bulls are always larger than the cows and thicker in chest and them for sacrifices.

MONSTERS & TREASURES OF AIHRDE 97


MONSTERS J
BLOOD FRENZY: When an io-topek is reduced to 50% of its hit making grim sacrifices to him whenever they can. Their temples
points, it automatically enters a frenzy the following round. A are wooded areas, at the heart of which is a hollowed stump that
frenzied io-topek claws and bites madly until either it or its has been fashioned into a drum. Upon the full moon, they gather
opponent is dead. It gains a +2 bonus on all attack rolls, +2 there, wildly beating upon the drum, eating, dancing, and making
damage, and a +2 bonus on its saves; it suffers a -2 penalty to AC. sacrifices when they can.
An io-topek cannot end its frenzy voluntarily.

LEAP: The io-topek is a powerfully built humanoid whose legs


are short but powerful. If it is already charging, it can leap huge
J
distances, covering 40ft. in one large jump. It can do this and JARA-TUOR
attack with its claws and bite attack in the same round. NO. APPEARING: 1-12
SIZE: Medium
REND: Io-topek’s can rend for 3d4 points of extra damage if both HD: 3(d8)
claws hit. MOVE: 40 ft.
IN AIHRDE AC: 12
ATTACKS: 2 Slams (1d4), By Weapon
The primitive peoples were once men of great stature and power. SPECIAL: Caw
They dwelt in cities of stone deep in the jungles of Naid. There SAVES: P
they worshipped the god Thorax and served him in his every INT: Average
design. Wild were their sacrifices, barbaric and brutal; they ALIGNMENT: Neutral Evil
ruled through him, and he through them. They conquered vast TYPE: Extraplanar
stretches of the jungle and its people, enslaving them or abusing TREASURE: 3 (individual), 9 in lair
them as is the wont of evil creatures. But in the end, their master XP: 45+3
fell into the darkness, and the io-topek suffered the curses of the
victors. They became little more than beasts, whether through The jara-tuor dwell in the deeps of ancient forests. They are a
mating with the wild apes or through a slow degradation of their strange amalgamation of man and crow. They have the lower
minds, none may say but their own shamans; but whatever the torsos, legs, feet, stomach, and arms of men and the bodies,
case, these brutal creatures are but echoes of a power that once wings, and head of a crow. Their wings are wide, easily an eight-
reigned in the jungles of the south. foot wingspan. Their arms lie beneath the wings, and are covered
in a downy growth of gray-black feathers; they make the jara-tuor
The io-topek worship the moon of Aihrde, but not the true the perfect amalgamation of bird and man.
moon, but the moon they call the Eye of Orx, a shortened name
of the god Thorax. They worship this long-since-fallen deity, They are as comfortable on the ground as they are in the air,
though their sheer size prohibits an easy flight through thick
bramble or forests. The jara-tuor dwell in
colonies of up to a dozen. They mold the
forest to fit their needs, carving tunnels out of
the canopy that allows them to fly with ease
from one area to another. They nest in ancient
trees, high off the ground, building homes for
themselves upon the branches. These homes
consist of a mixture of structures built into
and on the tree limbs. They are not careful in
their design, and the homes do not reflect a
comfortable abode.

The jara-tuor hunt the paths of their forests,


targeting interlopers more than anything else.
They use tools and weapons as most men do,
but do not have the knowledge, or at least the
fortitude, to create them on their own, relying
upon theft to acquire them.

COMBAT: Jara-tuor attack using a variety


of handheld weapons, usually beginning
their assaults with a volley of javelins or
short spears. They tend to attack as a flock,
focusing on one or two victims, swooping

98 CASTLES & CRUSADES


J MONSTERS
down and hounding them. When they close they use clubs,
daggers, axes, or whatever is at hand.

CAW: When hard pressed, the jara-tuor issue a loud caw.


The caw is unsettling to any who hear it, and those who
fail to make a successful charisma save suffer a -1 to all
intelligence check for the next 4 rounds. The caw also
seems to summon hounds from the beyond. The caw acts
as the illusionist spell illusionary hounds, except the hounds
appear to be undead. They can caw only once per day.

IN AIHRDE
The jara-tuor serve Heth, the crow god. As one of the
greater Og-Aust, Heth took upon himself the task of
guiding the dead to the afterlife, whether to the Stone
Fields or the Shadow Realms. The early ancestors of
the Ethrum tribe worshipped him far and wide, and
they commonly carried charms of Heth to keep them safe upon
the road or to ward off death. Never an evil god, but one who
governed the gates of death, Heth became the object of the
deepest superstition, and of all the Og-Aust, his worship lasted
prey. A thick hide of short horns protect the flanks and back,
the longest. Even the modern ages, see his charms frequently
though their bellies have no protection at all. Their most
placed upon grave sites or carried by men on the road.
peculiar feature is undoubtedly the large “sails” they are able to
The jara-tuor served Heth as soldiers, guides, and messengers. unfold from their backside. They can unfold two long, spiny sails
When the power of Heth faded in later years and the Ethvold from their back. These sails consist of a thin membrane of skin
shrank to its present borders, the jara-tuor fled to the hinterlands connected to bony spikes. They have a short tail, used mainly for
or to the deep mountains. Some fled north and east to occupy balance.
other forests, always in search of their master. Now they are
The jarhdel prefer to dwell in cool environments, but are able to dwell
uncommon to encounter, but found throughout the world.
almost anywhere. Their sails, filled with blood vessels, allow them to
JARHDEL regulate their body temperatures from one extreme to the next. This
allows them to hunt in most environments and throughout much of
NO. APPEARING: 1-6
the year. When the sails are flush with blood, they turn a bright orange
SIZE: Medium
color; this color often serves to distract their prey.
HD: 4(d8)
MOVE: 30 ft. The jardhel are wide ranging, traveling in packs of 1-8. There
AC: 21 (head, neck) 17 (body), 13 (stomach) is always one adult male, with the rest being female with 1-2
ATTACKS: Head Butt (1d6), Bite (1d4) young. Solitary encounters are almost always with young males,
SPECIAL: Darkvision 60 ft., Powerful Charge hunting the tundra for an older male they can unseat. They are
SAVES: P very capable hunters and will eat almost anything they can take
INT: Animal down. They are not particularly fast, and as such, usually wait
ALIGHNMENT: Neutral for their prey to pass near, charge, ramming them and pouncing
TYPE: Beast upon them. They are scavengers as well, eating almost anything
TREASURE: Nil they find dead on the plains.
XP: 110+4
COMBAT: The jarhdel lie in wait for prey to pass near. When the
The jarhdel are beastly creatures that dwell in a wide range of intended victim passes within a few hundred feet they charge,
environments. They stand about 3 feet at the shoulder and are slamming the creature with their large head, knocking it to
about 6 feet long from head to tail. They have four long, jointed the ground or even senseless. When their victim is prone and
legs with thin clawed toes that allow them to gain purchase on helpless, they fall upon it and devour it.
steep rises, icy ledges, or even on slippery rocks. Their heads are
broad and covered in an angled plate of bone that allows them POWERFUL CHARGE: A jarhdel typically begins a battle by charging
to ram their victims, but also protects them from the thrashing of at an opponent, lowering its head to bring its mighty head to bear.
their prey. Their jaws are long and filled with cutting saber-like In addition to the normal benefits and hazards of a charge, this
incisors at the fore and rending teeth at the back. They are wide allows the beast to stun the victim. If the jarhdel scores a successful
and bulky and do not run terribly quickly, but their bodies have hit, then the victim must make a constitution save. If they fail,
several bright blue colorations that often confuse less intelligent they are knocked prone and stunned for 1d4 rounds.

MONSTERS & TREASURES OF AIHRDE 99


MONSTERS J
IN AIHRDE They speak a simple form of the Common speech.
The jarhdel were largely restricted to the northern regions of the COMBAT: These creatures are extremely capable on the battlefield,
world and rarely seen in the southern climes before the age of the able to wield four weapons at once or to attack with their hooves,
Winter Dark. When the Horned God filtered the sun’s light, the trample their victims, and, if need be, they can gore with their
snows began falling, and the jarhdel’s population exploded, as a massive tusks. Note that if they attack with their hooves and the
whole new range of hunting grounds opened up to them. They trample attack, they can use only 2 of their weapons. When using
adapted to a wide range of terrain, and humanoids, humans, and the tusk attack, they cannot use any weapons.
demi-humans became a major part of their prey. They ranged
into the Lands of Ursal (the Cradle of the World), where they ACUTE SCENT: The jolmuen have an amazing ability to sniff out
became a terror throughout. A favorite target for hunters for danger. They gain a +2 on all surprise rolls, hide checks, etc.
both their meat and their heads, the jarhdel were favored by the
nobility of Unklar’s court, at least for a while, as decorations. TRAMPLE: When a jolmuen attempts to overrun an opponent,
the target may not choose to avoid it. The target must make
When the Winter Dark receded, the jarhdel remained behind, a successful dexterity save or suffer being knocked down; the
their sails proving a highly efficient adaptation, allowing them jolmuen may immediately make 2 hoof attacks against him,
to live in almost any environment. They are now encountered gaining +5 on its attack rolls.
almost anywhere in the world.
IN AIHRDE
JOLMUEN
Creations of the Ichlun the Goblin Sorcerer, the jolmuen served
NO. APPEARING: 1-4 to flesh out the ranks of the goblins in their eternal wars with
SIZE: Large the dwarves. The first recordings of them come from the annals
HD: 9(d8) of the Alanti when the goblins lords used them to batter down
MOVE: 40 ft. the walls of their coastal towers. The creatures proved difficult to
AC: 13 slay, and their brute power became a terror to the common ranks
ATTACKS: 2 Hooves (1d4), Gore (1d8), By Weapon (x4) of the dwarves. But, as with all things born of ill design, they were
SPECIAL: Acute Scent, Deepvision, Trample
SAVES: P
INT: Low
ALIGNMENT: Chaotic Evil
TYPE: Aberration
TREASURE: 9
XP: 900+9

These strange creatures are mix between a boar


and a giant, with the body of a boar, and the upper
torso of a dwarf. They have four arms, thickly
muscled, from which they wield weapons
of stone or iron. Their bestial faces are
thick, flat, and round; four huge tusks
sprout from the horizontal gash that
is their mouth. A thick, coarse hair
covers much of their torso, almost as
thick as the boar’s body; this affords
them a simple armor. Their eyes are
small, as are their ears, but their noses
are broad and flat and very sensitive. They
usually wear some type of harness in order to
manage their weapons.

The jolmuen are fierce fighters, attacking most of everything


they encounter. They are carnivorous and require a great deal
of food to sustain them. They do not nest up or have
lairs, carrying everything they own or value on their
backs in the form of satchels, packs, barrels, and the
like. The are nomadic, but are very migratory,
visiting the same seasonal locations as food waxes
and wanes.

100 CASTLES & CRUSADES


K MONSTERS
flawed. Unable to follow directions, nor potential prey, rams them with their head,
to stay on task, the jolmuen fell easy prey and tramples them. When the prey is dead or
to the highly organized dwarves . . . at wounded, they eat it. They also attack other
least when the dwarves marched in such predators to take their kills or even dig up
numbers as to weigh them down. graves to get at rotting meat.

In the end, the wars ground to a halt, SONAR: Their ability to detect motion
for both races of dwarf and goblin through sound and put shape to it augments
butchered themselves upon the rocks of their poorly developed eyesight and hearing.
history. The jolmuen thrived, however, Through this sonar, they are able to “see
spreading across the land, where they and hear” up to 200 feet away. This sonar
enjoyed reaping mayhem in all regions is magical in nature and is not obstructed by
of the world. weather patterns or even solid surfaces such
as rock. It works in many respects as the
JUNG-MULE spell clairaudience and clairvoyance, without
NO. APPEARING: 1-20 the limitation that the jung-mule has to be
SIZE: Large familiar with the area he is detecting.
HD: 6(d8)
MOVE: 30 ft. TRAMPLE: A jung-mule can trample anything
AC: 19 smaller that itself after a successful slam
ATTACKS: Slam (1d10) attack. Any such victim suffers 3d6 points of damage. A successful
SPECIAL: Sonar, Trample dexterity save reduces this damage by half.
SAVES: P IN AIHRDE
INT: Low
ALIGNMENT: Lawful Evil For long millennia, these creatures ranged in the frozen tundras
TYPE: Magical Beast and highlands. The orcs of the Marl tamed them and used them;
TREASURE: Nil as beasts of burden, in construction, and as battle mounts. Their
XP: 300+6 short hair is thick and used for armor, clothing, foot wear, and the
like. During the Winter Dark, the beasts spread rapidly across the
These massive, eight-legged beasts have thick, armor-plated world of Aihrde and quickly became the standard mount. Their
bodies. Shovel-like horns crown their broad heads, but beneath diet of flesh mixed well with an ability to shovel large amounts
these, where a snout should be, is a third horn; pointing down, of snow from their paths for troops and travelers. Most armies
this horn is sharper but as broad as the other two. Beneath possessed huge herds of the beasts that always moved ahead of
this third horn lies their wide mouth, lined with razor-sharp, the main body, shoveling roadways for the lesser creatures to
small teeth. Their eyes and ears are small and set deep in their pass, hence their name “Jung,” meaning snow mule.
armored plates, but these are almost useless organs, for the beast
is equipped with an amazing ability to detect motion, even in the
most inhospitable environments. Thick, coarse hair covers them K
from their head to their six cloven feet.
KAVRUN HOUND
These creatures travel in small herds dominated by a matriarch.
NO. APPEARING: 1-4
This dominant female determines what the herd does and where
SIZE: Medium
it goes. She always feeds first. If one jung-mule is spotted, it is
HD: 6(d8)
usually a buck searching for a mate. These are always aggressive.
MOVE: 50 ft.
Generally, the jung-mule scavenges for its meal; however, they
AC: 22
hunt anything and eat any other creature, living or dead.
ATTACKS: 2 Claws (1d4), Bite (1d8)
The horns, though used as a weapon, are an adaptation that SPECIAL: Scent, Pack Combat, Sonar, Trip, Tunnel
allows them to move through the thick snow and ice. They are SAVES: P
normally found in colder climes, but if the hunting is good, they INT: Low
often wander into warmer temperatures during winter months. ALIGNMENT: Chaotic Evil
TYPE: Aberration
They are excellent mounts, easy to tame and generally agreeable TREASURE: 6
if they are regularly fed. They are able to move massive weight, XP: 270+6
up to 4000 lbs with their shovel-like horns.
Kavrun hounds are vaguely dog-like creatures that live in caves,
COMBAT: The jung-mule is a rather benign beast until it becomes dungeons, and the like. Their armored heads are little more
hungry, at which point, it becomes very aggressive. It charges than bone-covered jaws, jagged fangs, and long hair-like stalks

MONSTERS & TREASURES OF AIHRDE 101


MONSTERS K
hanging from their lower jaw. They have neither eyes nor nose of
which to speak. Bony plates protect the creature’s back, flanks,
and legs; the plates overlap, providing a inter-locking defense.
On their bellies their tissue is soft and pink. They have broad,
flat, tails, also thickly armored. Thick claws designed to dig in
through stone cap all four of their long legs.

Bred as tunnel fighters, the kavrun hound is heavily armored on


the top and upon its head; however, the beast’s brain actually
lies in the base of its tail. This tail is highly flexible and able to
coil up underneath the creature’s belly, protecting it if the need
arises. The kavrun do not see nor hear the world around them,
but rather detect what movement through the highly sensitive
stalks upon their jaws. Ther can detect temperature variations as
well as movement and any seismic activity.

Kavrun hounds are extremely aggressive pack animals. Though


they dwell beneath the ground, they do venture out of their
caverns, but shy away from wide open spaces, preferring swamps,
forests, jungles, and scrub-land. They do not nest, but rather lay
eggs in holes or fissures. The eggs mature and hatch on their
own, and the young are born full grown.

COMBAT: The kavrun hound always attacks by charging its prey;


with its head low to the ground, it attempts to flip or trip the
creature so that it can leap on top of it. It attacks in groups, using The kavrun were never exterminated, however, and they
its weight to knock an opponent off balance while the other(s) propagated in the dark places of the earth after the end of the
use their weight to trip them. Stone Wars, that last battle between dwarf and goblin.

TUNNEL: The hound can tunnel with amazing speed, digging They are common to the underground world but far wilder
through dirt at 5 feet per round and stone up to 6 inches per now, with little memory of their past connection to the goblins.
round. The tunnel ranges about 2 by 3 feet in diameter. Though some of that fell race, mostly the eldritch goblins, reach
out from time to time, attempting to bring them back to the fold.
PACK COMBAT: If two or more kavrun hounds attack a single To this end, they are forever in search of the eggs of these beasts,
opponent, they are able to trip him but the victim makes a so they may breed them in captivity. They pay a handsome price
dexterity check at -2 per hound. No more than three hounds can in Ngorondoro, up to 500gp for an egg.
attack a single medium or small sized victim.
KIMER STEPPE DEVIL
TRIP: A kavrun hound can attempt to drag an opponent to the
ground when it makes a successful bite. The opponent is allowed NO. APPEARING: 2-5
a save versus dexterity to resist being pulled to the ground, SIZE: Medium
automatically losing initiative the next round. HD: 4 (d8)
MOVE: 40 ft.
SONAR: The kavrun hound can detect any motion up to 100 feet AC: 16
away, even in complete darkness. It cannot be surprised. ATTACKS: Bite (1d8), 4 Claws (1hp each)
SPECIAL: Improved Grab, Scent
IN AIHRDE SAVES: P
The goblins bred the kavrun hounds in their deep tunnels long INT: Animal
before the Goblin-Dwarf wars. They used the beasts for a variety ALIGNMENT: Neutral
of purposes; as beasts of burden they could carry up to 40 lbs. of TYPE: Animal
weight, as guards they were impossible to surprise; in the tunnels TREASURE: 4
they dug constantly; in the attack, they bore the same lust for XP: 80+4
battle that their masters possessed. The kavrun proved a terror
The Kimer steppe devils are mammalian creatures found in many
to the dwarves in the early wars, who had little experience with
climes, but prefer the open country of steppes or prairies. They are
such creatures. But in time, a whole class of kavrun-hunters
long and sleek, with a narrow neck and head. They have a beak at
developed, hard-bitten dwarves, wild and savage, whose sole
the end of their snout used for digging out prey from the dry rocky
task was to hunt the beasts and slay them and their masters. This
ground, or tearing flesh from larger prey animals. Steppe devils are
art was never lost, and even today they hunt the creatures. These
six-legged creatures that stand several feet at the shoulder, about
hunters are called the Pulsoldat, the Dog Soldiers.
102 CASTLES & CRUSADES
K MONSTERS
the size of an adult greyhound. Each paw is six
toed and clawed, though the claws are
not used as weapons, but rather for
gripping moving prey while they tear
at it with their powerful jaws. Their fur
is short, with dark spots. They are ferocious and almost
fearless animals who scavenge as much as they hunt.

Kimer are normally pack creatures, usually traveling in packs of 2-5,


though sometimes 1-2 pups are found with the pack as well. When
a Kimer pack locates a good area for hunting, usually along a well-
traveled road near ready sources of prey like farms or where herd
animals graze, it digs elaborate dens. Dens are usually
dug into the earth, under an overhang, etc. The Kimer
drag prey back to the den, where they rend it into pieces,
dragging chunks down into the hole. Any treasure found is usually KUTHIS (BAY OF TOTH)
littered around the mouth of the den.
NO. APPEARING: 1-10
COMBAT: When asuitable prey is located, the steppe devil charges SIZE: Small
the victim, leaping onto its back and attempting to latch on, HD: 1 (d8)
each claw that hits deals 1 point of damage. Once the creature MOVE: 50 ft.
has a firm hold of three claws or more, it bites any exposed flesh, AC: 14
trying for the head or neck. ATTACKS: Bite (1d6)
SPECIAL: Scent, Move Silently, Trip
IMPROVED GRAB: When a steppe devil successfully strikes with SAVES: M
three of it claws, it successfully latches onto the prey. In the INT: Average
following round, and any round the creatures hangs on, the ALIGNMENT: Neutral Evil
steppe devil has a +2 to hit with its bite. A successful strength TYPE: Fey
check (CL 4 + the number of successful claw attacks) dislodges TREASURE: Nil
the creature. The kimer continues to try to latch on with any XP: 29+1
claw attacks it may have missed.
The kuthis are black wolf-like beasts. They are shorter than
IN AIHRDE wolves, with long torsos and even longer tails. Their fur is short
Steppe devils are found mostly in the open savannah to the east of and disheveled and always very dark. Between their shoulders
New Aenoch. They range as far north as the Frozen Salt Flats lies a great tuft of hair, like a hunchback. Long snouts, filled
and far to the east. However, during with wickedly sharp teeth, afford them
the long reign of Unklar, they were an amazing sense of smell. The snout
occasionally used as mounts and dogs of the kuthis is hairless, resembling the
by halflings. The Kimer clan was the bone beneath. Their foremost fangs are
first to tame these beasts and use them long, protruding beneath the lower jaw.
in battle. Since the fall of Unklar, they Retractable claws serve the kuthis well
have spread their range into the Cradle when they attempt to grasp prey they are
of the World, reaching as far taking down. Their eyes reflect a deep
as the Inner Sea. Some are red color.
still used by those halflings
who have retained their The kuthis almost always hunt in packs.
nomadic lifestyle. They are They always hunt demi-humans, humans,
expensive to purchase and giants, or humanoids. They never hunt or
hard to train. Usually pups attack animals unless pressed. When they
bring several hundred gold on the open single out their prey, they hound it, chase
market, and a trained mount brings it, baying and howling in their pursuit.
upwards to a thousand. If encountering a single kuthis it is
always a weaker beast with low hit
points. It is unable to maintain itself
in a pack.

COMBAT: The kuthis are pack-oriented


animals. They attack in waves; the second to the strongest beast
MONSTERS & TREASURES OF AIHRDE 103
MONSTERS K
always strikes first, attempting to bite the prey in such a way as to
make it off balance, usually by biting an arm. The second and third
pack leaders strike the victim from different angles and directions,
attempting to keep the prey spinning around and off balance. As
soon as it falls, the pack leaps upon the victim and rends it.

MOVE SILENTLY: They are able to move silently, at a full run, as


a 4th level rogue.

IN AIHRDE
These creatures of fey are some of the many beasts to form from
the demise of Mordius. So great was the evil perpetrated by
Thorax at her slaying that the act itself saw the birth of many
fantastic creatures. Most of these came into the world as shades of
the murder itself, evil and filled with a hatred of all living things.
The kuthis are such creatures; mad with hatred, they hunt men
whenever they encounter them. Ranging through the wilderness,
never resting nor holing up, the kuthis hunt continually. It is
believed that once they make a kill, they do not eat the meat
because they are busy dragging the victim’s soul to the Shadow
Realms, where the victim suffers the torments of the Dark Lords of
those never ending planes. It is said that when they bay, the voice
of Toth, Keeper of the Dead, can be heard in their voices.

Many believe the kuthis are harbingers of death. If they are


spotted, those who see them first are likely to suffer death very
soon. In order to avoid this fate, the victim must call for a boon ground and far from the interference of others creatures. They
from one of the Val-Earhukun. If the boon is granted, the victim are commonly found in abandoned castles and towers.
is sparred; if not, the victim dies, and the boon goes unheard.
The kuthite are very curious creatures and rarely pass up an
Wizards prize these hounds as guardians. opportunity to molest travelers or any who come near their lairs.
Though not wholly evil, they are possessed by an innate greed
KUTHITE that often drives them to killing those they molest.
NO. APPEARING: 1-6
Despite having wings, the kuthite are horrible in flight, rarely able
SIZE: Large
to get more than a few feet off the ground. The wings serve more
HD: 7(d8)
for balance while they use their long snake form to coil and climb
MOVE: 40 ft., 20 ft. (fly)
up surfaces. In this way, they are able to climb vertical planes.
AC: 18
ATTACKS: By Weapon (+2 to hit and damage) COMBAT: The kuthite favor the bow in combat. Though they
SPECIAL: Constriction, Multiple Bow Shots, SR 2, Twilight disdain clothing and armor of any type, they are able to fashion
Vision bows and arrows. Their skills are immense with the weapon, and
SAVES: M their speed is beyond that of normal creatures; as such, they can
INT: High shoot two arrows a round. The kuthite are able to use the bow in
ALIGNMENT: Neutral Evil close action combat, shooting victims they are constricting.
TYPE: Fey
TREASURE: Nil CONSTRICTION: A successful attack by the kuthite can lead to a
XP: 540+7 constriction attack. In the round following the successful attack,
the victim must make a strength save. If the save fails, the victim
The kuthites, torsos, heads, and arms resemble those of a is constricted by the kuthite for 1d8 points of damage.
beautiful humans resting upon a long snake’s body. They have
bat-like wings with a span of over a dozen feet. Their skin is IN AIHRDE
flawless, pale, and supple, covered only by their hair, which they The kuthite are of the order of Val-Earhakun who came to Aihrde
wear long, bound from time to time with silver or gold broaches. during the long dark ages while the All Father fashioned the world.
Their beauty is legendary, rivaling that of any of the fey. The songs do not reference them and they have not partaken in
any of the many wars that have raged since those long ago days.
The creatures are immortal, living out their lives in almost any
terrain, but preferring regions where they can nest high off the Their bows are magical +1 bows and their arrows +1, as well.

104 CASTLES & CRUSADES


L MONSTERS

L
LAKARN
NO. APPEARING: 1-20
SIZE: Large
HD: 20(d8)
MOVE: 40 ft.,
AC: 25
ATTACKS: Powerful Charge, Trample
SPECIAL: Nil
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Beast
TREASURE: Nil
XP: 6650+20

These giant herbivores stand, on average, 20 feet at the shoulder. hunted by the northern peoples, the Engale, and, on occasion,
Four thick, trunk-like legs support their massive bulk. They have tamed as beasts of burden and war beasts.
broad heads, narrows eyes, and long, thin ears. Their crown is
topped by a massive set of flat antlers, more akin to a moose than During the age of the Winter Dark, they expanded their range
anything else. Covered in a thick hair, they are perfectly adapted tremendously, spreading throughout all the lands of Aenoch and
to winter or cold environments. Ethrum. The Lords of Aufstrag adopted the northern habit of
taming them and quickly adopted them, into the armies of the Dark
The lakarn uses its horns to shovel snow from its food source Lord. Their uncertain temperament left many a battle undecided, as
or in battle, attacking others of its own species or any creatures the beasts rampaged upon their own armies as well as their enemies’.
foolhardy enough to hunt them. They are particularly aggressive But their loyalty to their riders proved a lure to continue using them.
and do not hesitate to charge any creature they deem threatening. The generals had armored forged for the beasts, and they were often
Generally traveling in family groups of one large male and a dozen decked out in heavy sheets of illustrative plate; their horns capped
or so females and calves, the lakarn are constantly on the move, as and sharpened were crusted with gold and other precious metals;
they deplete their local food supplies rather quickly. their heads crowned in iron bands and their legs covered in chain.
They posed a formable sight to any who stood against them.
Lakarn are used by mounts in some regions; once tamed, they
are easy to control and quickly adept the trainer/rider into their In the squalor of Unklar’s fall, they remained in the southern
family group, becoming very protective of them. lands. Long winters and wet springs made their continued
roaming possible. Few use them for war beasts now, though some
COMBAT: The lakarn charges anything it deems a threat. It usually remain in the pens of Aufstrag and the Hlobane breed and train
threatens the creature first by lowering its head and waving it from them on occasion.
side to side. If the horns and the sheer bulk of the beast do not frighten
the foe, the lakarn charges, ramming its target, and once knocked LAUK
prone, stomping it into the ground. When the bull feels its calves are NO. APPEARING: 1-4
threatened, it rampages, fighting despite any wounds inflicted. SIZE: Large
HD: 12 (d8)
POWERFUL CHARGE: When it charges, the lakarn strikes its foe
MOVE: 40 ft., 10 ft. (dig)
with its bucket like horns, lifting it off the ground and tossing it
AC: 19
through the air behind it. The damage is massive and is sustained
ATTACKS: 2 Claws (1d2), Tusks/Gore (4d4)
first from the charge and ramming (3d6) and second from the
SPECIAL: Cold Resistance, Fire Resistance, Icy Blast, Twilight
fall. The hapless victim suffers a further 2d6 points of falling
Vision
damage, halved if they make a successful dexterity save.
SAVES: P
TRAMPLE: A lakarn can flatten any creature half its size by INT: Low
stomping on it. Any such victim suffers 6d6 points of damage. A ALIGNMENT: Lawful Evil
successful dexterity save reduces this damage by half. TYPE: Aberration
TREASURE: 10
IN AIHRDE XP: 2875+2
For centuries, the lakarn dwelt in the far northern extremes, where The lauk are massive creatures that walk with an odd, shambling
the weather held cold most of the year round. There, they were gait, as their forelegs are slightly shorter than their rear legs. Their

MONSTERS & TREASURES OF AIHRDE 105


MONSTERS L
long torsos are covered in thick, area of effect. Fire-using creatures
coarse, white hair except along their passing through this cold air suffer
spine and chest area, where armored double damage, while cold-using
scales dominate. Tufts of hair mingle creatures suffer no damage.
with the scales, making for an untidy
appearance. Their feet are like a COLD RESISTANCE: Cold based
bear’s, but their nails are thick and attacks such as ice storm have no
blunt. The creature’s head offers effect on the lauk whatsoever.
the most outlandish feature, for
FIRE RESISTANCE: The lauk’s cold
there the creature is possessed of a
skin protects it from fire based
broad snout that ends upon the jaw
in two inverted tusks. These tusks attacks, magical or otherwise.
are actually the creature’s front The skin absorbs the first 10
teeth, which have grown out and points of fire damage per attack
down into the shapes of two massive that the wearer would normally
horns. Their eyes are set forward like receive.
any predator’s and glean a golden IN AIHRDE
yellow in the sun. A thin coat of ice
covers the creatures at all times. The Lauk are ancient beasts
fashioned by the gods in the
The lauk’s skin emanates cold. The Days before Days. They were
air around it crystallizes into ice. bred for hunting, set loose in
Whenever it travels, it is followed by the wild, and proved the target
the sound of falling sleet; foliage is oft times covered with a thin of many great hunts. Tales speak of the brothers Corthain and
layer of ice, and the ground itself is left frozen; where before there Thorax hunting the Lauk together and competing one with the
was snow, there is now ice. other for the most kills. Thorax reveled in wrestling the beasts
with his hands; and in those days, the beasts were much greater
The lauk are creatures that hibernate most of the year, lying low than they are now. During the Age of the Dwarves, the lauk
in deep caverns during the warm months of spring and the heat of became legendary creatures, rare. They wandered the northern
summer. It is only during the winter, when the temperatures fall, climes, where the cold held the world in a continual grip and few
that the lauk rouse from their slumbers to terrorize the world. They encountered them.
come forth from their dens with a ravenous hunger, and though
they are herbivores, feeding upon the trees, winter deadfall, and During the Winter Dark, the world opened for them, and that
other similar growth, they are vicious when encountered. They long age of ice and snow became their playground, and they
view all things as a threat and attack without warning. wandered in ever-growing herds into the lowlands, where they
brought death and terror to those they encountered. Unklar’s
Born of the outer planes, the lauk have little reasoning capacity nobles lusted in the hunt of these legendary creatures, but as
and an unquenchable desire to destroy things. They are not often as not, the hunters died in the wastelands. With the Dark’s
random in their patterns but calculated, deriving nothing form demise, the creatures settled into a habit of hibernating during
the world beyond a vague desire for its ending.
the warm months, but as the winters are very harsh on Aihrde,
COMBAT: When the lauk see a threat, they attack immediately, echoing the shadow of the Winter Dark, the lauk come out and
usually through wild threatening gestures, stomping their feet, bring terror and death wherever they roam.
bellowing, and ramming their tusks into trees, rocks, or any other
LAUMEUN
item near them. This is all in preparation to their inevitable
charge. When they do attack, they rush upon the victim, gorging NO. APPEARING: 1
them with their tusk, and if threatened or pressed too hard, they SIZE: Medium
bellow their icy breath. HD: 5(d10)
MOVE: 30 ft. (fly)
ICY BLAST: Lauk can bellow a blast of icy air, transforming the air AC: 16
in front of them into a sheet of strong, hard ice. The sheet extends ATTACKS: Nil
from the snout, in a cone, about 10 feet wide at its beginning SPECIAL: Draining Touch, Howl of Despair
50 feet wide at its ending and extending 100 feet in front of the SAVES: M
creature. If this horizontal sheet of ice is created in the air without INT: Genius
two anchor points, then it acts as a sleet storm that lasts up to 3 ALIGNMENT: Evil (any)
rounds but otherwise acts as the spell sleet storm. TYPE: Magical Beast
TREASURE: 6
Wherever the air has transformed into crystal ice, those caught in
XP: 360+5
the storm suffer 2d6 points of cold damage as long as they stay in the

106 CASTLES & CRUSADES


L MONSTERS
The laumeun were once humans whose bodies have wasted language, corrupted beyond its scope, lingers with the laumeun,
away, mutating into abominations through a lifetime of misspent burning away their flesh and corrupting the mind.
sorceries. They are shells of themselves, their flesh largely rotted
away, their innards blackened with corruption, hanging on to their The creatures are considered great abominations by wizards in
slowly mutating bones. Their muscle has long since decayed, and Aihrde, for they failed at their craft, but continue to hound those
only their sorcery holds them upright, giving them the appearance more successful. It is the fear of all wizards that at some point they, too,
of floating. The laumeun stink like decayed flesh, the smell shall become corrupted by their magic and mutate into a laumeun.
attracting hordes of flies and other insects. They do not wear
clothes or armor, nor carry weapons or any other accoutrements, LEOPARD
for their exposed tissues and bones are very sensitive and cause NO. APPEARING: 1
them great pain when in contact with the physical world. SIZE: Large
HD: 3(d8)
The laumeun are aware of what has happened to them. They well MOVE: 40 ft.
remember the transformation and understand that the sorcery AC: 15
they practiced in life somehow went awry and corrupted them. ATTACKS: 2 Claws
Filled with anger and constantly suffering pain from their exposed (1d4), Bite (1d8)
tissues, they drift slightly above the ground, seeking to visit their SPECIAL: Rake, Scent,
agonies on other unfortunate souls. Twilight Vision
The laumeun exist in every clime, both in cities and in the SAVES: P
wilderness. Being immortal, they often survive long after their own INT: Animal
homes have fallen to dust, dwelling still in the rumps of castles or ALIGNMENT: Neutral
the fallen remains of towers and the like. Their bones continue to TYPE: Animal
mutate, growing longer; distorted, horns sometimes spring from TREASURE: Nil
the bones. The tissues of their guts eventually turn black and cling XP: 40+3
to the bones as rotting, foul smelling, and diseased flesh.
Leopards are large cats that range up to five feet long (more with
They are attracted to magic-using creatures such as wizards and the tail), are spotted, and weigh several hundred pounds. They
the like, smelling the sorcery from afar and drifting toward it. are solitary hunters that bear litters of up to 3 young. As a solitary
They attack any creature using magic or magical weapons on hunters, they only travel in the company of other leopards when a
sight. The laumeun no longer practice sorcery, though they mother is raising its young. They are able climbers, and often rest
remember it well and lust for the power of its return until they from the heat in trees. They range in tropical zones, but are found
fall into ruin, slain by some outsider. in deep jungles and on the open savannah.

COMBAT: The luaumeun attack by drifting within 10 feet of its COMBAT: The leopard stalks its prey, leaping whenever the prey
victim and drawing off the life essence. They attack in the day gets close enough to attack.
or night, but are particularly dangerous at night, as often those
being consumed are not aware that they are under attack. RAKE: If a leopard successfully bites, it can make two rake attacks
with its hind legs. These attacks have an additional +1 bonus to
HOWL OF DESPAIR: When any weapon or physical attack, hit, and inflict 1d4 hit points of damage each.
including spell effects that are physical, strikes a luameun, they
howl in pain. The howl is loud and raucous, slamming into the LLAMA
psyche of anyone with 10 feet. Victims must make a successful NO. APPEARING: 1
charisma save or suffer 1d8 points of damage. SIZE: Medium
HD: 2(d8)
DRAINING TOUCH: The laumeun’s main attack consists of MOVE: 40 ft.
drawing off the life essence of its victim. When the creature AC: 12
comes within 10 feet of its intended victim, it begins drawing ATTACKS: 2 Hooves (1d4)
off the life essence of the target, feeding upon it. The creature SPECIAL: Scent
must make a successful touch attack (though it is not actually SAVES: P
touching anything), which causes 1d4 points of damage to the INT: Animal
victim. Those hit points are transferred to the luameun. ALIGNMENT: Neutral
TYPE: Animal
IN AIHRDE
TREASURE: Nil
The laumeun first appeared during the Age of Men, when the XP: 12+2
sorcerers ruled. Lau is the Dwarven word for sorcery, and is a
derogatory word at best. Mastery of the Language of Creation Llamas are four legged herbivores that range between five and
lies beyond many men’s capabilities, and some succumb to the six feet tall. They weigh about 250-500 pounds. Their fur is thick
power of it before they cast it aside. These are the laumeun. The and curly, white, brown, black, or a mixture of these.

MONSTERS & TREASURES OF AIHRDE 107


MONSTERS M
The llama is a social animal and is generally found in herds that
range over high mountain meadows and prairies.

Men commonly train the llama as beasts of burden. They can


carry up to 15% of their body weight. They do not make good
mounts, but are occasionally used as such.

COMBAT: Llamas do not attack anything, and they generally flee


from threats. They can be trained, however, to serve as guards
over flocks of other animals or even campsites.

LUVANDGAURN
NO. APPEARING: 1
SIZE: Large
HD: 15d8
MOVE: 60 ft. (swim)
AC: 20
ATTACKS: Bite (6d6)
SPECIAL: Capsize
SAVES: M
INT: Animal
ALIGNMENT: Neutral
TYPE: Animal
TREASURE: 6 (in stomach)
XP: 3300+15
IN AIHRDE
The luvandgaurn is a huge aquatic beast, often ranging up to 50
The luvandgaurn, or “tooth-water monster,” are found throughout
feet in length. With a long, thick body, four large flippers, and
Aihrde. They are particularly prevalent in the waters around
a long, flat tail, the creature achieves amazing speeds. It has a
New Aenoch, as the feeding there is always good. They also hunt
short neck, but a broad and long snout; their massive jaws bear a
throughout the sea lanes that run from New Aenoch to Avignon.
veritable hedge of immense fangs, 6-8 inches in length. The beast
Many have attempted to train these beasts for war and tame them,
has large eyes that prove their worth in hunting in murky river
but all have failed, for the creatures have little mind for it.
bottoms or in the deep sea. They are grayish to green in color,
and are often not easy to spot in the water until they strike. They Since the fall of the Winter Dark, they have begun to spread
do not have scales, but rather a thick skin. their range up many rivers, swimming upstream when very small
and carving out hunting grounds for themselves. They find the
Luvandgaurn range throughout the known world; they are air
old deciduous forests, with their wide range of animal, human,
breathers and can live in salt water as easily as fresh water. They
and humanoid prey, to be the most favorable. The Darkenfold
are voracious hunters, and are in constant need of eating to
places host some of the largest ever reported.
support their massive bulk. Universally feared, the luvandgaurn
eat everything, from wood to iron to flesh and bone.

They must spawn in fresh water, usually in and near swamp


M
water. They are vicious when young, but are the favored meals of
countless other species. Those that survive quickly become the MISON MEN
dominate species in their hunting grounds. NO. APPEARING: 2-6
SIZE: Medium
COMBAT: These creatures glide through the water until they spy a HD: 10 (d12)
possible meal. They attack immediately by rolling to the side and MOVE: 30 ft.
clamping down with their large jaws. As soon as they bite, they roll AC: 25
back over to an upright position, flipping or turning their victim in ATTACKS: 2 Claws (2d4), Bite (2d12)
the water. In this way, they are able to capsize small boats. SPECIAL: Deepvision 120ft, SR 10, Rend, Bloodrage, Scent 50ft
SAVES: M
CAPSIZE: A luvandgaurn can bite a small boat and capsize it.
INT: High
If the beast scores a successful hit against a boat (as a touch
ALIGNMENT: Chaotic Neutral
attack), then it is able to automatically flip any boat that is half
TYPE: Undead (Extraordinary)
the creature’s length.
TREASURE: Nil
XP: 2850+10

108 CASTLES & CRUSADES


M MONSTERS
Mison men are ancient mountain warriors who have returned IN AIHRDE
to the world by the magic bound in the bones of dead dragons. The mison men’s origins lie in the early history of men. When men
Mison men rise up from the grave and equip themselves with first wandered the high planes beyond the confines of the Dwarven
the skin and bones of the dead dragon, appearing in the guise of Realms, they encountered creatures both amazing and terrifying,
men adorned in plates of dragon scale. Mison men are about the not the least of which were the dragons. Many paid homage to these
size of a large human, with heights ranging from six to eight feet. beasts, and the monsters took them as servants. And though they
They weigh around 175-200 pounds of pure muscle. still plundered the men of their wealth or devoured them in flame
Bound to protect their mountain homeland, the mison men stop and acid, the men paid them homage. These ancient tribes found
at nothing to destroy those that intrude on their territory. They their futures interwove with that of the great beasts. In later days,
typically move in small groups, stalking through the shadows. cults of priests learned how to stave off death using the power of the
Mison men never leave the mountain where they dwell; if they magic born in the dragons, but what they did not account for was
do so, they crumble to dust for they do not have the mountain’s the evil bound into the beasts, for as is known, the dragons all came
(or dragon’s) magic to support them. from the goddess Inzae, and her disposition is a malicious one.

They have extraordinary senses of sight, smell, and hearing. Bound to the dragon and the mountain where the dragon dwelt,
They also have razor sharp fangs and can dislocate their jaws to the mison men lingered in the lands between life and death,
savagely chew into their opponents. returned or otherwise. These undead creatures haunted the
mountains of the dragons forever more.
COMBAT: Mison men prefer to attack their enemies when the
enemy is off guard. Mison men stalk intruders of their mountain MOGRL
homes for days to find an opening in their defenses. They NO. APPEARING: 1
usually wait until the intruders are asleep before they attack. SIZE: Large
Mison men charge in, attack for a little while, and run out. HD: Lesser: 18 (d12) (216 hit points); Greater: 24 (d12) (288 hit points)
They sometimes wait anywhere between a couple of hours or a MOVE: 40 ft., 120 ft. (fly)
few days before they attack again. AC: 36
ATTACKS: 2 Claws (1d10), Vite (1d12), Tail Snap (1d8), Stomp
REND: If both of the mison man’s claws hit, he can rend for 4d4 (1d12), Wing Buffet (see below), By Weapon (6d6+2 or more)
points of extra damage. SPECIAL: Breath Weapon, Darkvision, Frightful Presence,
Immunity to Fire and Poison, Resistance to Cold and Acid, Spell-
BLOODRAGE: After mison men are struck below 0 hit points they
Like Abilities, SR 12, See Invisible, Sound Blast, Strike Magical
must make a successful wisdom save. If successful, they enter a
Creatures (+1) with fist, Throw Rocks, Twilight Vision
bloodrage and fight on until struck to -15 hit points. In the state
SAVES: M, P
of bloodrage, their armor class drops to AC 20, but they gain a
INT: Genius
+3 to all attack and damage rolls.
ALIGNMENT: Lawful Evil
TYPE: Fey
TREASURE: 24
XP: 49,000+18/63,000+24

The mogrl is a huge creature, standing roughly 25 feet high. They


are powerfully built and muscular. Their flesh and hair is dark
hued, reds, browns, and blacks. Like their master, their legs are
triple jointed, and they stand upon cloven hooves. Fur covers the
beast’s lower quarters, from its waist to its hooves. Their torsos are
hairless but for their bony spines, which are covered in spike-like
hair, usually white or gray in color. Their spines connect to a long
barbed tail, similarly rigid with spine and hair. Their hands, with long
fingers, have retractable claws. They have massive bat-like wings
that sprout from their backs. Their necks and shoulders are thick,
with massive sinews, all to sport the head of bone that crowns the
mogrl’s fierce visage. Rising from the neck is its wide, horned head.
The creature’s snout is thick; folds of leathery flesh hang from its
jowls and surround its beady eyes. A wide plate of ashen bone, upon
which are mounted two, sometimes three, great horns, crowns the
creature’s head. These huge creatures emanate fear and hate, and
the smell of blight precedes their shadowed form.

MONSTERS & TREASURES OF AIHRDE 109


MONSTERS M
The mogrl are rare demon kind. They are solitary creatures, very SOUND BLAST: Once every four rounds, the mogrl can draw upon
powerful and intelligent. They are divergent in personality. Some its massive lungs to hurl a blast of magical sound at its foes. The
are possessed of tremendous power and lord over hordes of servants, bellow is deep, gravelly, and filled with spite and hatred. The
others dwell in solitude. They are wicked, cruel, and avaricious. sound blast is directed and strikes as a straight line, striking any
single being that is within 40 feet of the creature’s snout. Victims
COMBAT: The mogrl are very aggressive and attack without must make a successful wisdom save or suffer 4d8 points of
warning or recourse to negotiation. These wicked beasts damage and be deafened for 1d8 melee rounds. Furthermore, the
usually carry a magical weapon, preferring huge axes, glaives, or sound blast operates as a disjunction spell, and the victim must
something similar. The weapon will always be at least +2. They roll a save for each of their magic items or they are dispelled.
can fight on the ground or while flying, and can take multiple
attacks each round, swinging their weapon as well as striking SPELL-LIKE ABILITIES: Mogrl possess inherit magical abilities. They
with their tail, etc. When doing so, their favorite tactic is to are able to cast the following spells: fire ball (3/day), Fire shield
hover over their opponent while striking with claws/weapon, (2/day), darkness (5/day), dimension door (2/day), greater scrying
tail, and a horrific bite. They have multiple attacks each round, (1day), stinking cloud (1/day), symbol (1/week). The greater mogrl
able to strick several oppoenents at once, can learn up to 9th level wizard spells and cast as an 18th level
with sword, claw, stompe, etc. Up to five wizard.
attacks per round.
WING BUFFET: The mogrl can create massive
BREATH WEAPON: The creature winds by beating their wings. The winds
breathes a cone of fire and ash 30 are able to deflect missiles and stir
ft. in length that deals 4d10 points up debris. They can knock over
of damage. It can use its breath medium sized or smaller creatures.
weapon four times per day. A Creatures caught up in the wind
successful constitution save must make a sucessful dexterity
reduces the damage by half ,and save or be knocked prone.
they suffer no secondary effects.
Those that fail their constitution IN AIHRDE
save suffer the secondary effect Unklar forced Dolgan to forge
of constricted air and limited 24of these dark servants from
visibility, thus reducing their the spite contained in Unklar’s
attack rolls by -2 for 1d4 rounds. mind. Fierce and crafty in war,
these creatures of fire and ash
FRIGHTFUL PRESENCE: Like are some of the most feared beasts
dragons, a mogrl can unsettle upon Aihrde. They are worshiped as
foes by its mere presence. The gods by orcs, ungern, and some men
ability takes effect automatically of evil intent. As natives to Airhde,
whenever someone comes with they do not travel to any other
50 feet of a mogrl. Creatures subject planes. Coming into life during the
to the effect must make a charisma height of the Winter Dark, mogrls
saving throw to avoid the consequences; have no memory of what came before. They consider
if successful, they remain immune to the any attempt to conquer the plane a direct threat to
mogrl’s frightful presence. On a failure, creatures what is rightfully theirs. They particularly hate the first-
with 4 or less hit dice become panicked (treat as the effects born, the dwarves.
of the fear spell) for 4d6 rounds, and those with 5 or more
hit dice become shaken (suffering a -1 penalty on all attack, Mogrl live in deep places under the earth away from the sun, where
damage, attribute check, and saving throw rolls) for 4d6 rounds. they lord over many diverse creatures through spite and malice.
They have mastered the forge and often craft weapons of power.
IMMUNITIES: The mogrl is immune to all poison or fire based attacks. The greater mogrl have mastered the act of creation through
MASSIVE STRENGTH: These creatures are massively powerful, knowledge of the Language of Creation, and they populate their
with an effective strength of 27. They can strike creatures of a realms with creatures of their own evil imaginings. This knowledge
magical nature (+1) with their fists and throw rocks as do frost is extremely powerful and places them in the realms of the gods.
giants for 2d10 points of damage up to 510 feet. It is recorded that three mogrl were slain in the Winter Dark Wars,
RESISTANCES: The mogrl possesses a natural resistance to acid though the majority of them remain. Rumor holds that the greater
and cold based attacks. Any such attack automatically does half mogrl have forged a new lineage of these wicked creatures, and that
the normal damage. The mogrl can make necessary saves and more than 24 now exist in the deep pits of Aihrde. It is thought
spell resistance checks to further reduce the damage. that the greatest of the beasts resides in Aufstrag still, where he
vies for power over that tower with Coburg the Undying.
110 CASTLES & CRUSADES
M MONSTERS
MONKEY, SMALL, LARGE (SPIDER, CHIMPANZEE) body, hanging anywhere from a few inches to several feet. These
Small Normal “roots” are highly sensitive, and through them the moundule is
NO. APPEARING: 10-60 1-20 able to sense what is going on around him. The beast has no eyes,
SIZE: Small Medium ears, or nose. They range in colors from brown to gray and green,
HD: 1 (d4) 2 (d8) depending on which portion of the swamp they inhabit.
MOVE: 20 ft., 30 ft. (climb) 30ft.,40ft. (climb)
AC: 12 14 The moundule rarely move, finding a comfortable spot to sink into
and remaining there until they die. The moundule sinks into the
ATTACKS: Bite (1d2) Bite (1d6)
muck, its head, arms, and legs lost to sight. Its huge back protrudes
SPECIAL Scent, Climb Scent, Climbe
from the water, offering would-be travelers a safe, dry place to rest. It
SAVES: P P
is not uncommon for small trees, swamp grass, and other vegetation
INT: Animal Animal
to grow upon them. They do not breathe, but rather take in energy
ALIGN: Neutral Neutral
from the sunlight, much as a plant does. The area around the
TYPE: Animal Animal
moundule is always strewn with debris from its past kills, whether
TREASURE: 4 2
bones or riches. These are not always easy to see, of course, as they
XP: 5+41 30+3
sink into the muck and sour that is the moundule’s bed.
Monkeys range in size from 18 inches, all the way up to four feet.
They are quadrupeds that can walk upright. Many monkeys have COMBAT: Highly predacious, they attack almost anything that
tails that enable them to be superb climbers. Long fingers and crosses over their mound. They wait until the unsuspecting
thumbs give most monkeys the ability to use tools and to get at victim settles upon its back and then rise suddenly from the
items most other animals could not. swamp, throwing off the passerby and into the muck. They then
swing their trunk-like arms like clubs, battering the life out of the
Monkeys are highly social animals and often congregate in unsuspecting creature. Once they have killed their prey, they pull
large groups. Territorial, they become very aggressive and the body underneath them and sink down on top of it so that the
noisy whenever any creatures enter their domain. It is almost victim fertilizes the creature’s roots.
impossible to pass through or near a pack of monkeys quietly.
FIRE RESISTANCE: All fire-based attacks do half damage. If the
COMBAT: Most monkeys avoid battle with anything that might moundule makes its save, they do one-fourth damage.
hurt them, though they do attack and harass creatures that
threaten them. Larger breeds, such as baboon and chimpanzees, SPELL IMMUNITY: In addition to their normal spell resistance, the
attack when threatened, delivering a terrible bite. These monkeys moundule is completely immune to any spell that requires sight,
always come to the aid of others in their own pack. sound, and taste; examples being dancing lights, light, all illusionist
spells, etc.
MOUNDULE
IN AIHRDE
NO. APPEARING: 1-4
SIZE: Large (15 feet high) In the long ago when the gods walked the world free of the
HD: 9 (d8) constraints that came in after ages, the moundule came to be.
MOVE: 10 ft. As is related in the Codex, Mordius the Green and
AC: 20 her brother contested with one another upon many
ATTACKS: 2 Slam (3d6) fields. Mordius embodied the unbridled power of the
SPECIAL: Darkvision 60 ft., Fire natural world, and Thorax the Red
Resistance, Spell Immunity, SR 3 Duke, raged against anything
SAVES: P he could not control. So
INT: Average they struggled. Oft times her
ALIGHNMENT: Chaotic Evil minions hid themselves in the
TYPE: Giant swamps, for there, in the dark and
TREASURE: 11 mist, the Red Duke could not easily
XP: 1400+9 find them. But he sent his minions there,
nevertheless, so that even in those dark places,
The moundule are large creatures that they terrorized her children.
inhabit swamps, river banks, bogs, forest
ponds, and similar bodies of water. The Mordius crafted a cunning plan that played
moundule stands upon two short, squat upon her peoples’ strengths. For as any
legs. Its feet are more akin to tree who dwell in the marshlands
stumps with no toes or nails. Its know, that which seems solid
arms, however, are long and end is often not, and that which
in equally brutish stumps. Root- seems safe is often dangerous.
like protrusions cover the beast’s whole
MONSTERS & TREASURES OF AIHRDE 111
MONSTERS N
Mordius gathered mud and roots and bound them together. Naerlulth are creatures from the nether planes fashioned of ash,
Breathing life into the mass, she set it down and it rose from the smoke, and the dust of burnt things. The naerlulth’s body is generally
marsh. She spoke to it in the Language and taught it cunning and oblong in shape, though crusted over as with scabs and the like. It
malice and let it go into the marshes. So the moundule came to is possessed of long ashen colored tentacles; they sprout from the
be, and spread throughout the world. All those of her people knew creature’s upper torso, are long, thin, and adorned with thousands of
to avoid solid ground, and they rarely fell prey to the Moundule, but tiny appendages. These appendages run the length of the tentacles
the Red Duke’s people and many more who came in after years, who and allow the creature to grasp almost anything. The number of
did not understand the powers of the marsh, have seen the backs of these tentacles ranges from a few to a dozen or more, depending on
these beasts as havens of dry warmth and have died, suffocated and the age of the creature. They constantly shed, fall off, and re-grow if
devoured, alone in a watery grave. they are damaged. A naerlulth possesses no bones or cartilage, and
its shape changes with its mood. It can flatten its body, spreading it
MULE out, or it can contract itself, making its bulk look truly imposing. It
NO. APPEARING: 1 has no legs, but rather uses its tentacles to pull itself along or to climb
SIZE: Large or swim. They have no head, eyes, or ears, but sense vibrations in
HD: 2(d8) the ground or movement in the air through long hairs on their skin.
MOVE: 40 ft. Their ashy skin itself is constantly peeling or flaking off, leaving trails
AC: 14 of ash behind them and forever floating around them.
ATTACKS: 2 Hooves (1d4)
SPECIAL: Scent Naerlulth devour any living creature, plant or animal, by
SAVES: P engulfing it with their body and secreting acid through their soft
INT: Animal underbellies. The acid breaks down armor, clothes, skin, and bone
ALIGNMENT: Neutral in a matter of minutes, and what remains of the items is turned to
TYPE: Animal ash and left on the ground. The naerlulth feed constantly and the
TREASURE: Nil residue of their meals are discarded through their shedding skin
XP: 12+2 in the guise of more ash. Huge flakes of skin are constantly, falling
off replaced by regenerated skin and tissue. These creatures settle
The mule is a short, stocky herbivore bred by crossing a donkey in almost any environment, but prefer regions of lush vegetation,
and a horse. They are stout animals that range between 800 and where they can pull themselves across the ground, destroying all
1,000 pounds; they stand about three to four feet at the shoulder. they pass over. They poison the land, for nothing grows in their
They range in colors, but are generally grey or white. wake but for a thorny vine of their own making.

The mule is strong, able to carry about 20% of its body weight They devour the wealth of the land, burn off its vibrancy, and
in dead weight. This is roughly equal to a horse, but the mule shed the ashes of its remains in ever growing clouds of ash. Given
is generally more intelligent, requires less food, and can travel time, these creatures can poison whole landscapes, burning rock
distances more rugged and longer than a horse. into jagged slag, destroying all plant life, turning soil to ash, and
constantly shedding clouds of ashy skin into the air and on the
COMBAT: Mules avoid combat whenever they can. They can neither ground. They occupy deep holes or dark waters, constantly coming
be trained nor work well as war steeds. They flee when they can. forth to feed in fields ever farther away. Whole mountains, valleys,
or regions become poisoned fields of death after only a few years.
N For this reason, their lairs are generally huge fields of blackened,
dead earth, with clouds of burnt dust hanging over them.

NAERLULTH Naerlulth are very intelligent and can communicate with most
NO. APPEARING: 1 creatures telepathically. They hate all living things and are possessed
SIZE: Large of the singular drive to destroy life. They tend to avoid civilized or
HD: 12 (d10) settled areas, preferring to nurture their hatred in the peace of their
MOVE: 30 ft., 40 ft. (swim), 20 ft. (climb) ruin. They do, however, attract creatures of a like disposition and
AC: 24 alignment, so much so that some of them command large armies. At
ATTACKS: See below times their minions bring them food, living and otherwise.
SPECIAL: Ash cloud, Devouring Assimilation, Engulf, Fear/Inspire, COMBAT: Naerlulth attack with their many tentacles, hurling
Incorporeal, Reg, Rock Throwing, Spawn, SR 12, Telepathy boulders, trees, bodies, or anything else they can reach at their
SAVES: P, M enemies. Simultaneously, they attempt to grapple their foes and
INT: Supra-Genius drag them into the morass of their flesh to be destroyed by acid.
ALIGNMENT: Lawful Evil Each tentacle possesses its own hit points (3d4) separate from the
TYPE: Magical Beast monster’s hit points. Tentacles can be hit or even destroyed, but
TREASURE: 20 damage done to a tentacle does not translate to damage done to
XP: 9950 x 12 the creature’s 12d10 hit dice. Any tentacle destroyed immediately

112 CASTLES & CRUSADES


N MONSTERS
starts re-growing (see below). Whenever any
creature approaches too near, the naerlulth
belch clouds of burning ash on them to
disorient and cripple their opponent. They
can assume a frightful presence as well as
inspire their own minions. They are very
intelligent and very hard to actually kill.
If defeated, or are near defeat they flee,
shedding much of their form to slip into
whatever crevice or crack they can manage
to squeeze into.

ASH CLOUD: Naerlulth can spray a cloud


of ash from any one of their tentacles. The
tentacle snaps forward, disintegrating into
a jet of burning ash up to 30 feet away in
a line 10 feet high and 10 feet wide. Any
target caught in the cloud is successfully
hit and takes 3d8 points of acid damage,
half damage with a successful constitution
save. Furthermore, the victim must make
a dexterity save or be blinded for 1d6 rounds. The tentacle is INCORPOREAL: They can, if necessary, become incorporeal, but
rendered useless until it regenerates. It takes 12 hit points of doing so reduces them to shadow creatures, and they must find
regeneration to grow one back. a new lair to rebuild their strength, a process that can take years.
They generally only do this when on the verge of destruction. In
DEVOURING ASSIMILATION: When the naerlulth’s underbelly this form, it can move up to 100 feet per round.
comes into contact with any material it secretes an acid that
begins to break down the object or creature. They devour stone, REGENERATION: Immediately after suffering damage, the
wood, and metal, as well as flesh, but the harder the substance, naerlulth begins to regenerate itself. It can control what it
the harder and longer it takes to consume. It consumes such regenerates. It will always heal wounds on its body first, and
matter at different rates, but because of the creature’s great size, it tentacles after that. They regenerate at a rate of four hit points
can destroy more than might be expected. It will feed on a patch per round. They cannot heal damage to their body caused
of earth for a day or so, reducing 10-15 square feet of trees, metal, by magical attacks, including magical weapons. A naerlulth
or earth to ash. Flesh and softer substances are almost instant. reduced to 0 or less hit points sheds its physical form and
Metal is slow, but is generally reduced to nothing in about 6 becomes incorporeal and flees the area immediately. For all
melee rounds (if enchanted armor is attacked by the creature, intents and purposes the creature is dead; however, it can, as
an additional round per magical plus is necessary before the already mentioned, return, but only after many years.
equipment is turned to ash). Flesh that comes into contact with
the creature’s underbelly takes 1d10 points of damage a round. ROCK THROWING: Naerlulth can hurl boulders or other similar objects
up to 350 feet. Successful attacks inflict 1d12 points of damage.
ENGULF: If an opponent is struck by 3 or more tentacle attacks
in the same round, the naerlulth will attempt to pull that victim SPAWN: Creatures killed and devoured by naerlulth are often cast
to the ground and flow across it. The victim is allowed a strength into limbo, and their tormented spirits are left to occupy the lands
save (CL 5 + 1 per successful tentacle) to avoid this effect. If the the creature has devoured and laid waste. These spawn are often
save fails, the target is slammed to the ground near the creature undead, but have no shape or form until they assume one.
and pulled under it. The naerlulth attempts to smother the
NAERLULTH IN AIHRDE
victim and devour it, and the victim is held in the equivalent of
a Challenge Level 15 grapple. In the early days of the Winter Dark when Klarglich, the Pit of
Woe — which was Unklar’s forge in the bowels of his fortresses
FEAR/INSPIRE: A naerlulth can put forth its frightful presence and — was newly made, Unklar set himself the task of making
strike fear in its enemies. It does so by projecting itself as a huge, creatures of his own design. There were many foul beasts and
monstrous minion of the nether planes. Any enemy within site of fantastic creatures that he labored upon. These came to haunt
the creature must make a charisma save or suffer a -1 on all combat the world of the Winter Dark, as many still do. Some were
rolls (initiative, to hit, and damage), attribute checks, and saving small and without purpose; others were great and possessed
throws. Conversely, any creature allied with the naerlulth is inspired of his will and mind. The naerlulth were of the greater order
to fight greater and gains a +2 to all rolls. If the creature is destroyed of these creatures. Shaped from the ash of burnt sentients and
or driven from the field, its loss is catastrophic to its allies, who must other ancient trees, and scorched with fire, they took on the
make a charisma save (CL 12) or flee the field in terror. shape of blackened coal. Made in mockery of the trees that

MONSTERS & TREASURES OF AIHRDE 113


MONSTERS N
the All Father loved so greatly, the naerlulth were
given long tendrils, or tentacles to mimic roots.
The creature was not given a hard shape, however,
only a shell that it could alter and change with
only little effort. It was filled with a thick, sap-like
acid that it secreted wherever it went; indeed,
naerlulth’s meaning in the ancient Dwarven
tongues is “The Bleeding Ash.” They were given
minds of their own, and in time of years, became
possessed of great wisdom. But this has always been
offset, for Unklar filled them with an utter disdain
for all living creatures, and set them the task of
unmaking the beauty of the world. This task they
took up readily, and Unklar gave them dominion
over many of his other minions in order to further
their designs. When he fell from the world and
returned to the Void, the naerlulth did not suffer
as did others of his creations. Rather, they thrived,
settling in wild places and devouring the world. To
them, many of the refugees of Unklar’s rule have
gravitated, so that many of them lord over small
kingdoms of ash and desolation peopled by orcs, are usually haunting nightmares that do nothing but cause
trolls, and the dreaded ungern. them the anguish of anticipation. Fear and hatred consume
these creatures.
NAERLULTHUT
NO. APPEARING: Special (see below) The naerlulthut’s natural form is one of dust, the spirit of the
SIZE: Special (see below) devoured creature lingering in the refuse left behind by the
HD: Special (see below) naerluth. If in life it used a weapon such as a sword, it will
MOVE: 30 ft. do so in death, but the weapon is actually a part of it and not
AC: Special (see below) considered separate. When the creature becomes corporeal,
ATTACKS: Slam (see below) it takes the shape of what it was in life; for example, an orc
SPECIAL: Darkvision 60 ft., Devouring Assimilation, Dust, SR 5 will appear as a gaunt or skeletal orc, a manticore as a gaunt
SAVES: M and skeletal manticore, and so on. No matter the shape, it is
INT: Average restricted to one slam attack per round. However, its size does
ALIGNMENT: Evil determine its HD and AC.
TYPE: Undead
TREASURE: NA Small Creatures: HD 1(d12), AC 13
XP: 1 HD13+1 /4 HD 150+4/8 HD 950+8 Medium Creatures: HD 4 (d12), AC 15

The naerlulthut are incorporeal creatures that dwell in the fields Large Creatures: HD 8 (d12), AC 17
of ash left behind by the naerlulth. At times, they appear as Combat: Naerlulthut appear as swirling clouds of dust drifting
whirling balls of ash, rolling or twisting through the devastation across the ashy fields. When living creatures (aside from insects
without purpose. When roused, they begin to transform, assuming or plants) pass near the creature, they begin to change shape,
something of the shape they possessed in life, but it is little more turning into a vaguely corporeal form. They appear to be made of
than a hollow echo of it. Gaunt, skeletal creatures, their bodies are dust, but with the shape of whatever they were in life. Once they
elongated beyond imagining, their visages twisted with rage and have changed shape, they focus on the nearest living creature and
madness, their clothes in tatters; they hold whatever weapons, if attack it ferociously, even going so far as to pursue it if it should
any, they held in life. But these are ghostly images of what was once flee. It attacks until killed or turned. They do not leave the fields
real, for the naerlulth, their mistress, devours all. of dust, and as soon as the creature they are pursuing leaves, the
The naerlulthut are the spawn of the naerlulth, that dread naerlulthut dissolves, vanishing into the dust once again. If the
creature of the darkness whose sole intent is to destroy the naerlulthut is killed, it dissolves back into the dust from whence it
world about it. These, its children, are undead spirits whose came; it is not destroyed, however, for after several days it regains
bodies the beast devoured and whose souls were bound to its shape and terrorizes the wasteland once more. Turning the
it. These tormented spirits wander the ashen fields of the creature is the only way to permanently destroy it.
naerlulth’s destruction, bound to the creature that made them. DEVOURING ASSIMILATION: Whenever the naerlulthut touches
They have only faint memories of their former lives and these living flesh, the flesh becomes dry and cracked, turning black

114 CASTLES & CRUSADES


N MONSTERS
almost immediately. The flesh is destroyed only a little at a time.
The initial contact causes 1d8 points of damage. Afterwards, for
each round the naerlulthut continues to touch the victim, it causes
1-2 points of constitution damage. Alert victims can quickly
break away to avoid this damage, no check being necessary. Those
unable to break away continue to suffer constitution damage until
they eventually die, as the effect spreads from the initial point of
contact throughout and across their whole body, turning them
into dust. The victim dies when they reach 0 constitution points.
The damage is not permanent unless the victim dies; it can be
cured with a restoration spell. Also, victims regain 1 constitution
point for every day of solid rest.

DUST: Naerlulthuts change shape, morphing from the dust that


is their natural form into a more corporeal being. This change is
triggered when a living creature (excluding insects and plants)
passes near the naerlulthut and stays in the vicinity for any length
of time. They begin taking shape from the dust of the desolation
about them, slowly forming face, hands, arms, and a torso until
they have some portion of a body. Once they have taken form,
resurgent memories drive them to attack any creatures that they
see. They keep the form until destroyed. It takes 1-4 rounds to
cbecome corporeal. Passing by a naerlulthut causes the creature
to begin taking shape, but if the creature continues past, the
naerlulthut loses its form, dissolving back into dust.

THE NAERLULTHUT IN AIHRDE


These creatures are very uncommon, only found where the
naerlulth have dwelt for some time. They have no real connection
to the Winter Dark or the Horned God, being entirely creations of
the naerlulth. They hold no particular importance to the people’s
of Aihrde, as few have encountered them, and even fewer have bluish white hue. Their tails are tipped with a thin, black, razor-
unraveled their origins. Those that have, such as the White Order, sharp spike. The body it topped by a hideous female human head
have noted them as yet one more horror that survived the Winter with silvery, matted hair and long fangs. They emit a pungent
Dark. Some elves have taken to bringing their dead and feeding odor, not necessarily unpleasant, that smells of burnt coal.
them to the naerlulth so that their souls or spirits linger on in the
As with most nagas, frost nagas are summoned to guard an area.
plane; this is done in hopes of defying the curse of old.
Unlike most other nagas, these nagas are used primarily to guard
NAGA, FROST (BRODEN) doorways and entries because of their unique ability to call upon
other nagas in the vicinity to help them.
NO. APPEARING: 1
SIZE: Medium COMBAT: In combat, the frost naga tries to move in and constrict
HD: 4 (d8) an opponent while biting them, in order to steal their heat and
MOVE: 30/60 ft. on ice to heal itself. While doing so, the frost naga uses its tail to attack
AC: 17 others or keep them at bay.
ATTACKS: Bite (1d3), Tail (2d8)
SPECIAL: Constrict, Freeze Surroundings, Heal, Heat CONSTRICT: On a successful attack, the naga has wrapped itself
Immunity, Immunity to Cold, Sense Heat, Silent Call, Twilight around the character and begins constricting it. This is not a
Vision crushing constriction, as the naga is fairly weak, but it does start
SAVES: M to absorb body heat from its foe, causing 2d4 damage per round
INT: Medium and healing the frost naga (see below).
ALIGNMENT: Neutral Evil
TYPE: Extraplanar HEAL: When the frost naga successfully constricts a foe, it absorbs
TREASURE: 9 their heat and heals itself for 1d2 points of damage per round.
XP: 260+4
SENSE HEAT: The frost naga is sustained by absorbing warmth from
The frost naga is a bizarre creature originating from the nether heat sources. It can automatically sense normal human body heat
planes. They have long, slender, snake-like bodies of silvery or sources at a range of up to 120 feet and fire up to one mile.

MONSTERS & TREASURES OF AIHRDE 115


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FREEZE SURROUNDINGS: The area (20 feet) around the frost naga to guard treasuries, hallways, prisoners or other things that need
is always frigid and drops to about 25 degrees F. The ground and a constant and loyal eye. Having little will of their own, these
walls freeze instantly creating a slippery surface causing a -2 creatures usually perform their job well. They are immortal and
check for slipping. Anyone not prepared for the sudden drop in can remain in one area from ages beyond count before either
temperature suffers 1d4 points of cold damage. being dispensed with or released from their summoning.
HEAT IMMUNITY: The frost naga absorbs the heat from non-magical In battle, ghost nagas prefer to drag out fights and play with their
fire based attacks. The damage it may have received is converted opponents. They will attack and disappear for some time, and
at a 4 to 1 for heal instead. The frost naga takes half damage from then return and attack again. If their opponents are trapped and
magical fire attack and one-fourth on a successful saving throw. unable to escape (such as in a maze), these attack routines can
take days or even weeks. The ghost nagas use their ghost move
IMMUNITY TO COLD: Cold-based attacks have no effect on the ability to move through and around their opponents, causing fear
frost naga. in them and then escaping through walls.
SILENT CALL: A frost naga can emit a silent (mental) call for help CONSTRICT: A successful attack by either a tail whip or bite can lead
when it is attacked. Any other nagas within 250 feet can sense to a constriction attack. In the round following the successful attack,
this and come to its aid. the naga makes a grappling attack against that opponent. If successful,
IN AIHRDE the defender is entwined and is constricted by the naga for 1d10+2
points of damage a round.
Unklar created this species of naga in the deeps of Klarglich, in the
early days of the Winter Dark. When the first of them broke shell GHOST MOVE: The ghost naga can ghost move 3 times a day. When
and spilled across the fire-stained stones of the Pit, he breathed it ghost moves, it becomes nearly invisible, and loses most of it
upon them, giving them the breath of winter. These early beasts physical being. While in this state, the naga can move through any
took to Unklar like few others. They swarmed upon his feet, and solid objects without effect. This ability lasts for 8 rounds. The naga
followed him through the dank passages to his throne room. As can only be struck by magical weapons of +1 or better or by magical
they grew, he dispersed them and set them at portals, more to attacks while in this state. The naga cannot make any attacks while
watch his servants than to watch for theenemy. He continued to in this state except to shriek (see below). The difficulty in seeing the
breed them in the Pits and throughout that grim castle. naga in this state increases it armor class by 4 points.

In time, they were ported from Aufstrag, carried by his greater Shriek: The shriek of a ghost naga causes fear, as per the fear
servants, into the wilds of the world. There, they were given the spell, in those who can hear it. This ability can be used 3 times a
task of guarding the wards of Aufstrag. day. A save is allowed.

Despite their desire for cold, the broden naga have thrived in
the world since Unklar’s fall. They can affect their immediate
environment and keep vestiges of the Winter’s Dark, at least, in
O
their lairs. FROST OGRE
NAGA, GHOST NO. APPEARING: 1–20
SIZE: Large
NO. APPEARING: 1 HD: 3 (d8)
SIZE: Medium MOVE: 30 ft.
HD: 4(d8) AC: 15
MOVE: 60 ft. ATTACKS: Slam (1d10), or By Weapon (+2 damage)
AC: 16 SPECIAL: Climbing, Darkvision 60 ft., Heat Weakness, Hide in
ATTACKS: Bite (1d2), Tail (1d2) Snow or Ice, Twilight Vision, Sure Footing
SPECIAL: Constrict (1d12), Ghost Move, Shriek SAVES: P
SAVES: M INT: Low
INT: Low ALIGNMENT: Lawful Evil
ALIGNMENT: Lawful Evil TYPE: Giant
TYPE: Aberration TREASURE: 3
TREASURE: 5 XP: 70+3
XP: 160+4
Frost ogres are smaller than normal ogres. Their legs are shorter and
The ghost naga is a grotesquery from the infernal pits. It has their bodies far more squat. Their red or blonde hair is generally long
a large yellowish or multicolored body in the shape of a snake and they sport huge beards. They generally have hair covering their
topped with a hideous human-like head. bodies. The have a light blue, almost white skin color, with deep gray
The ghost naga is often summoned from the planes of the abyss eyes. They have wide-set eyes and massive noses and ears.

116 CASTLES & CRUSADES


O MONSTERS
he worked that any who dwelt there would perish if they were not
adequately inured to the weather. When ogres came to his abode,
he bound them to him and bred them, strengthening them against
the cold. So they dwelt for long years as prisoners of the cold.

During the Age of Winter Dark, the frost ogres spread rapidly
across the world of Aihrde. They adapted with ease to the frozen
tundra; soon they haunted most of the Kingdoms of the Winter
Dark through one form of terror or the other. When the Age
ended, they could not adapt and perished in great numbers.
Some retreated to the high mountains, so that now they come
out only in the cold of winter’s dark.

OONLULTH
NO. APPEARING: 1
SIZE: Large
HD: 30(d8)
MOVE: 40 ft., 80 ft. (fly)
AC: 28
ATTACKS: 2 Slams (1d10), By Weapon
SPECIAL: Crushing Blow, Darkness, Lightning Strike, Regeneration
4, SR 14, Darkvision (no limit)
SAVES: P, M
INT: High
ALIGNMENT: Evil
Frost ogres are every bit as savage as their larger kin, but tend to be TYPE: Elemental
more group-oriented, working in concert in both the hunt and normal TREASURE: 18 x 3
tasks. This allows them slightly better tool use, and they are able to XP: 41,250+30
understand and build rudimentary shelters, walls, and the like.

COMBAT: Even more than normal ogres, frost ogres rely upon cunning
and subterfuge to gain their ends. They are avid hunters, but do so by
stealth or traps. When a trap is sprung, they fight ferociously, much
more inclined to remain on the field of battle until they are killed
rather than quit, even in the face of insurmountable odds. This is
largely due to their reliance on the group for survival and a primitive
instinct kicks in that allows them to remain with their fellows, even
when they have fallen. They are desperately afraid of fire, and do not
use it even to cook or warm food.

CLIMBING: Frost ogres can climb mountains as a ranger.

HEAT WEAKNESS: Frost ogres suffer double damage from fire or fire-
related spells. A save indicates normal effects. For example, a 4d6
fireball does 8d6 damage to a frost ogre unless it saves; then it does
4d6 damage.

HIDE IN SNOW OR ICE: Frost ogres are blue skinned with white
hair, so they can meld into snowy areas fairly well. They can hide
in snowy or icy areas as a ranger can hide outdoors.

SURE FOOTING: Frost ogres have knobby feet and long clawed
toes, allowing them to walk freely on ice and snow with little fear
of falling.

IN AIRHDE
These creatures are servants of the Val-Eahrukun, the Frost Lord.
So cold were the forges of his work place and the mountains where

MONSTERS & TREASURES OF AIHRDE 117


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The oonlulth have no true shape or form. Crushed by the weight IN AIHRDE
of the world, their essence alone drifted through dark fissures It is told that the All Father spied the Maelstrom as caused by the
and cracks in the stone; however, in the long years since their thrashing madness of the dragon Inzae. He settled upon it then,
uprooting, the oonlulth have learned to take form. When in the and pounded out the substance of creation. He made Aihrde
lonely dark, they are nothing more than a cloud of shadow, dark and shaped the plane; great effort he poured into creating the
soot that flows across the ground in undulating waves. But when high and low places, shaping the world in all its nuances. Upon
they take form, they rise up, twisting their knowledge the under-
the forge of Aihrde, he focused all his might, shaping life as well
deep, taking form with flame, lightning, and ash. They stand some
as form. Into these dark years came the oonlulth, shades of ash
30 feet tall when fully roused, with bodies vaguely humanoid. The
that formed in the stonework; they had neither form nor mind at
ash that is their substance moves constantly, like clouds of dark
first, but desired to rend and smother the ground. The All Father
smoke. As they walk, the ash rises in clouds, tumbles about their
paid them no heed, and continued his labors so that he buried
claw-like feet. They burn fire within, the sickly, white flames
them beneath the roots of the mountains. They lingered in
consuming their substance, making ever more ash for their form.
dark place far beneath the ground, the piles of stone upon their
They have no facial features, only the shadow of eyes, and a
backs an unimaginable weight. They wandered the dark paths of
gaping mouth filled with an echoing white fire.
natural caves, fed upon the water of deep underground lakes, and
The oonlulth are spirits of the deep. They dwell in deep caves watched the tumult of flame in the rivers of fire. But they were as
or long abandoned dungeons. They generally have no form or dust, ground coal, and black as pitch. There, the oonlulth lay for
shape, though occasionally an oonlulth assumes a form and many long ages of the world; they paid no heed to, nor ever knew
retains it. They linger in dark places, almost always large caverns. of the coming of, the sun and moon; they did not take note when
Their minds cannot imagine much beyond a vague form, so when the sentients left their roots and walked the world; they failed to
they do take shape, it is quick and always vaguely humanoid. note the rise of the dwarves and their manifold kingdoms.

They have no lusts, nor drive, nor are they possessed of any worldly But the dwarves found them, nonetheless. Ever deeper the
thought other than to smother all things that live in their ash and dwarves carved their kingdoms beneath the stone, making
fire. There are no worldly awards they seek; their treasure is usually tunnels and passages that stretched out for miles and that crept
scattered throughout their halls, left on the bodies of men, elves, into every dark corner of the world. The first of the oonlulth,
dwarves, or monsters they have slain. they found rose in a rage of madness for the invasion of its dark
lair took it wholly unawares. Without true form, they rose in
COMBAT: In battle, the oonlulth prefer to wield a huge black columns of ash, with arms and legs and a head broiling in shadow.
hammer. Shaped after a sledge this massive cudgel delivers But ever about it hung the deepening dark, and it used the inky
immense damage. As soon as they take shape, the hammer blackness as a weapon. The dwarves knew nothing of this new
appears in their hand, made of the same ash and flame as their terror unleashed on their mines, and they fled in fear; the mines
bodies are. The hammer acts as a +4 weapon, to hit and damage; they abandoned, and their halls lay empty.
it strikes for 6d6 points of damage. They attempt to strike with
the hammer, crushing their victims. They are intelligent and mix Only later did the dwarves return, armed for war with all the
their assaults with clouds of darkness, ash clouds, and lightning. might they could muster. So the oonlulth came to the knowledge
of the world and the dwarves named them “Oonlulth,” that is in
CRUSHING BLOW: Upon a natural score of 18, 19, or 20, the their ancient tongue “Elemental of Ash.” They dwell still in the
hammer deals a crushing blow. Anyone struck with such a blow deep places of the earth, a bane on would be explorers and those
must make a successful constitution save (CL 10) or suffer broken who dwell beneath the ground.
bones. The CK should determine where the blow hit by rolling a
d8 (1=head, 2-3=chest/back, 4=right arm, 5=left arm, 6=lower ORBUT
torso, 7=left leg, 8=right leg). NO. APPEARING: 1-6
DARKNESS: A pall of darkness permanently covers the oonlulth. SIZE: Large
It extends roughly 30 feet around the creature and moves with it. HD: 2(d8)
It acts in all respects like the darkness spell. Any creature without MOVE: Nil
some type of magical light cannot see the oonlulth, not even the AC: 12
beast’s white flame that echoes from within. ATTACKS: Acid Bite (1d4)
SPECIAL: Camouflage,
LIGHTNING STRIKE: Whenever the oonlulth takes shape, his Swallow Whole
billowing clouds of ash fill a huge area, for even after the ash falls SAVES: M
from him, it scatters and floats about him. This ash is extremely INT: Nil
hot and charges the air so that bolts of electricity crackle and burn ALIGNMENT: Neutral
all about it. Every 5 melee rounds, the air becomes charged enough TYPE: Magical Beast
that a huge bolt of lightning strikes. Metal attracts the bolt, and TREASURE: 2
it randomly strikes anyone armed or armored for 4d6 points of XP: 40
damage. A successful dexterity save reduces the damage by half.

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P MONSTERS
The orbut is a large semi-translucent creature. It consists of little
more than a thick stem that ranges up to 8 feet in length and a wide
mouth. The mouth caps the stem much as does the venus flytrap
P
plant. The upper and lower jaws are lined with hundreds of small PHIDIAN
cilia, stem-like appendages that hang down from is maw. These NO. APPEARING: 1-6
appendages serve as the creature’s only sense, warning it of motion. SIZE: Small
The orbut grow in small pods, primarily in dungeons, and are the HD: 1(d8)
result of the magic left over from spent spells, destroyed magic MOVE: 30 ft. (walking), 60 ft. (swimming)
items, or fallen magical creatures. The residue of most magic AC: 17 (head); 12 body
lingers long after it is gone, and from time to time, it coalesces ATTACKS: Bite (1d6)
into a semi-living creature. The orbut can grow on almost any SPECIAL: Nil
surface, from floors to ceilings, in and out of water, and in any SAVES: M
temperature environment. INT: Animal
ALIGNMENT: Neutral
Orbut are hard to see; their skin is so translucent and flexible TYPE: Beast
that they are often mistaken for slime or moisture. A sure sign of TREASURE: 1
the orbut is the sickly stench that permeates them and the acidic XP: 10+1
droppings left over from dissolving a victim. If anyone looks
directly at an orbut, even one fully extended, they can see right The phidian are small semi-aquatic creatures that resemble a bird
through it, though things on the other side of the creature appear to some degree. The creatures’ two legs are long, adorned with
distorted, as if looking through rippled glass. huge claws designed to rend flesh. Their bodies are narrow, scaled
on the underside, but covered in thick fur above. They have a
COMBAT: They attack anything that short neck adorned with a huge head. The head,
moves near them, whether it is living including the phidian’s jaws, is actually one large,
or not. They generally lie against the hairless bone; this bone is so thick that it is very
wall, or hang from the ceiling flatly difficult to penetrate with a weapon. There are
contracted. When something moves no teeth or fangs of any kind, but rather the
beneath them, they strike, swallow it very bone of the jaw. The creatures’ deep-
and begin breaking it down. set eyes are covered by bony apertures,
protecting them from harm. The
CAMOUFLAGE: Orbut’s are nearly phidian are dark colors, shades of
translucent and can conceal black, gray, even green, or blue.
themselves exceptionally well in
their normal environment. When The phidian are very aggressive,
concealed and motionless, they receive predatory creatures. They travel in small
a +5 bonus to hide checks, and +10 to pods of 1-6 throughout all the temperate
surprise checks. zones of Aihrde. They prefer thick forests
or jungles, but dwell on the banks of slow-
SWALLOW WHOLE: When the Orbut moving rivers, lakes and the like. These creatures
attacks with its bite, a natural roll of are particularly aggressive and do not shy away
20 indicates that the intended victim from prey many times larger than themselves.
(of small or medium size) is swallowed.
Digestion begins immediately. Powerful COMBAT: The phidian usually mark out a territory
corrosive acids cause 1d6 hit points of damage each round, and in which they hunt. Their hunting style ranges from lying half
will destroy non-metal goods and equipment. A victim with a submerged in water to stalking and chasing their prey. When
small edged weapon can attempt to cut free of the beast’s gullet. they single out their prey, they attack, though rarely as a group.
These attempts automatically hit, but suffer -3 to all damage rolls Individual phidian attack different targets. When it attacks, it
due to the confining and constricting space. lifts its head, rather than lowering its jaw, opening the span of it
jaw as wide as it can. When it bites it drops the upper jaw, which
IN AIHRDE falls like a steel trap, crushing its prey. They generally do not use
The orbut are common creatures in Aihrde, remnants of the their claws as weapons, but rather use them to tear through the
many long reigns of the dwarven peoples over Aihrde. Their armor plating of their favorite meal, turtles. Ironically, this allows
many hundreds of dungeons, often built with magic or through them to rend through armor, as well.
magical means, created the perfect environment for these
IN AIHRDE
creatures. Many wizards have taken to capturing orbut and using
them as guardians or pets for their towers or magic depositories. The phidian have long been a pain for travelers, hunters, and
woodsmen. Very common in the Darkenfold and Eldwood, these

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MONSTERS P
creatures pose a real danger to commerce there, and are one of SAVES: M
the many reasons that deeper inroads have not been made into INT: Average
those darker forests. The border wars between the Rangers of the ALIGHNMENT: Neutral
Knot and the Knights of Kayomar are replete with many stories TYPE: Magical
of knights being lured from their troops into wet ground occupied TREASURE: 18 x 2
by these vicious beasts, who in turn attack and kill the errant XP: 32,700 + 20
knights, tearing open their armor and devouring them from
within their own plated protection. The puala is a huge aquatic beast, ranging up to 20 feet long, over
30 with its tail. It has legs like a man’s, but its torso is long, shaped
The goblins of Aihrde have long sought the upper portion of the more like a fish. It has a long tail that tapers toward the end,
skull-bone of the phidian for its heavy weight, using it in the lined with fins that allow the beast to guide itself through the
manufacture of much of their items: as cups, bowls, and the like. currents. These fins range the whole length of the beast’s body
Many have integrated it into suits of armor, as well, or filled the to the tentacles of its head. Its arms are huge, muscular things,
skull with lead to make heavy maces and hammers. Such an item but bound to its torso by wing-like membranes that allow it to
always gives the wielder a +1 to hit. swim very fast, even in the most turbulent seas. The puala beast’s
head is round, like an octopus’, it has a dozen or so tentacles
PUALA BEAST that shroud its shoulder. These tentacles are beaked and each
NO. APPEARING: 1-4 possesses multiple eyes that allow the creature to see in many
SIZE: Large directions at once. The beast is deep green to blue, but the fins
HD: 25 (d10) that run the course of its body are crimson colored.
MOVE: 60 ft.
AC: 32 The puala beast does not need air to breathe, nor food or
ATTACKS: drink. It is a magical creature that is most at home in the deep
SPECIAL: Capsize, Dark Vision 120 ft., Spell-Like Abilities, waters. Its skin is ice cold, holding the Void within it, and when
Regeneration 4, Water Mastery, Whirlpool it comes into contact with warm water, it also creates a mist.

120 CASTLES & CRUSADES


Q MONSTERS
When the beast lingers in one area for too long, the mist grows, making, drifting across the Void, drawn to the light of creation. Like
encompassing vast stretches of the ocean. so many other creatures great and small, the puala slipped into the
world without arousing concern from the All Father.
The puala beast is very intelligent and able to communicate
telepathically with almost any species. Its origins are beyond In those Days before Days, the puala beasts settled into the deep
those of mortal men, and it is not able to understand their drives oceans, avoiding much of the struggles between the other Val-
or reactions. It does not believe in fate or anything other than the Eahrakun in those days before the rising of the sun and moon.
natural unfolding of the universe. Much like a storm, the puala The rising of those great orbs roused only a little curiosity, as
passes over the world, through the deeps, with little thought to theirs was a world of darkness and freedom. The puala beasts
what it might harm or aid. They can be reasoned with, but only made concourse with some creatures, but for the most part,
the cleverest are able to do so. dwelt in obscurity until the coming of the dwarves of Alanti.
These paid the puala homage, but to no avail, for the beasts
COMBAT: When roused in anger, the puala uses its powers over cared not, passing on in indifference.
the weather and water to react. It usually changes the weather
patterns to suit its nature, the stormier the better, followed by During the last battle of Corthain and Thorax, when the bull fell
a whirlpool. It then uses its spell-like abilities to the greatest and the Lord of Law cast his judgment, the puala succumbed to
benefit. It does not have the capacity to forgive, but neither does a deep sleep and settled in their dens on the ocean floors. There
it have the capacity to hold a grudge. they lay for many eons, passing through the Winter Dark unaware
of the struggles of man or god. Recently, they have risen from the
CAPSIZE: A puala beast can rise out of the water with such force deeps with Unklar’s passing. As the scholars note, the Wall of
that a vessel with a beam of 25 feet or less is automatically capsized. Worlds is diminished, and the Judgment has lost its power.
A vessel with a wider beam has a chance of capsizing equal to the
hit dice of the puala divided by the vessel’s beam width expressed
as a percentage; thus a galleon with a 30-foot beam will have a
53% chance of being capsized by a puala beast.
Q
QU FIEND
SPELL-LIKE ABILITIES: Air/water walk (perm), antilife shell (1/day),
astral projection (3/day), control weather (3/day), storm of vengeance NO. APPEARING: 4-20
(1/day), transmute metal or wood to water (3/day), warp wood (5/day). SIZE: S
It casts as a 20th level caster. HD: 1 (d8)
MOVE: 20 ft., 20 ft. (climb)
WATER MASTERY: The puala beast gains a +2 bonus on attack AC: 14
and damage rolls if it is touching water. ATTACKS: 2 Claws (1d2), Bite (1d6)
SPECIAL: Agile, Fear, Twilight Vision
WHIRPOOL: A puala beast can create a whirlpool once every 5 SAVES: P
minutes, provided it is underwater. The whirlpool is 10 feet wide INT: Low
at the base, up to 50 feet wide at the top, and 20 feet or taller. ALIGNMENT: Neutral Evil
The puala beast controls the height of the vortex. It lasts 10d10 TYPE: Aberration
rounds or until the puala beast breaks it apart. TREASURE: 2
XP: 15+1
Any creature half the height of the vortex or less must succeed
on a dexterity save when it comes into contact with the vortex or The small, largely hairless qu fiends possess two long arms on their
take the indicated 5d8 points of damage per round they remain upper torsos and two shorter arms on their lower torso. They have
in the vortex. A swimming creature is allowed a strength save no legs or feet of which to speak. Their skin is very pale, almost
each round to escape the vortex. The creature still takes damage, pink in color, matched by the pink of their very wide eyes. Their
but can escape if the save is successful. Except to try to escape heads are small, with a long snout, filled with massive fangs, both
the vortex, creatures trapped within it cannot move, and are thick and long. When in battle or threatening other creatures, the
carried to the bottom of the vortex, where they are held until qu can fold its face back, exposing the entirety of its long snout
the whirlpool dissipates. Any action, including most spells, is and these very large fangs. The exposed flesh is a dark red. The
impossible so long as the victim is caught in the whirlpool. Magic only hair they sport resides upon their necks. Here, a huge collar of
items can be used, of course. Victims so trapped may drown. hair dominates the beast, framing its altogether evil countenance.
They have a long, thick tail, as well.
IN AIHRDE
The puala, a Val-Eahrakun, came to life in the deep Void, long The qu are extremely agile, living the majority of their lives in the
before the All Father discovered the Maelstrom and created Aihrde. treetops. They are very territorial, marking out hunting grounds
He toyed with the beast for awhile, but grew tired of it and cast it where whole generations pass. They often occupy old ruins, for
aside to live out its life in the Great Empty. As with many creatures, they are just intelligent enough to understand shelter. Once
the puala discovered the world of Aihrde during the age of its they have marked out a domain, these creatures become fierce

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MONSTERS Q
QUESTING BEAST
NO. APPEARING: 1
SIZE: Medium
HD: 7 (d12)
MOVE: 50 ft.
AC: 18
ATTACKS: Ram (1d10)
SPECIAL: Geas, SR 8, +2
or better weapon to hit,
Woodland Stride
SAVES: M
INT: Nil
ALIGNMENT: Nil
TYPE: Fey
TREASURE: 10
XP: 850+7

The questing beast


appears as a large deer, crowned with a massive spread of horns. A
thick coat of white fur covers the deer, broken only by the telltale
in defending it, attacking almost anything that enters the area.
signs of gray sprinkled throughout. It stands almost six feet at the
Largely fearless, the size of the intruder does not concern the qu.
shoulder, dwarfing other deer. The creature’s demeanor is calm,
The qu are packioriented creatures led by a matriarch. If though it is rarely still.
captured while still very young, they are highly trainable and
Questing beasts are rare, solitary creatures that dwell in the deep
often take on their owner as their pack, defending them as they
forests far from the haunts of man. They avoid contact whenever
would any other qu in their family group.
they can, but their instincts drive them to visit those in need of
COMBAT: The qu fiends attack with a barrage of weird calls, guidance or those who seek a higher calling. To these people,
shouting and calling to each other as they surround their they appear briefly, signaling to them that a task of unusual
intended target. As soon as the creatures have encircled their danger or difficulty is set before them. Whether this task is given
victim, or come as close as they can, they ratchet up the noise, to them by the questing beast or whether some great force uses
until one works up the courage to leap into battle. This usually the beast is unimportant, for the end result is the same. A quest
only takes a few rounds. is laid upon the viewer, and they are bound by its dictates.

AGILE: The qu are very agile climbers due to their multiple hands The questing beast speaks not through a voice or mental command,
and tail, and, therefore, cannot fall from any height. They are but rather through sound reverberating from its belly. It is believed
very fast as well, and make any dexterity checks or saves at +1. that there lies a portal to the other realms, and through, it creatures
are able to speak to mortals.
FEAR: Their voices carry an eerie range of pitches, sometimes
high, sometimes low. Their chatter and shouting can cause COMBAT: When attacked, the questing beast always first chooses
fear in some victims. Anyone in range of the creatures’ calling to flee. They move with tremendous speed and are unaffected
must make a successful charisma save or suffer a -1 to all saves, by the terrain they pass through. They are particularly adept
attribute checks, to-hit rolls and damage. The effect lasts for 1d4 at avoiding magical effects; even physical attacks fail most of
rounds. A successful save negates the fear. the time. A weapon must be at least a +2 weapon to strike a
questing beast. If horribly pressed, they geas their opponents or
IN AIHRDE ram them.
The qu fiends are not uncommon creatures, as they thrived GEAS: The questing beast can cast geas as the wizard spell. They
during the Winter Dark. They are found in most deciduous cast as a 15th-level caster. If the geas originates from a more
forests of the worlds and the jungles of the southern continents. powerful being, then the geas is cast at that level.
The pirates who ply the waters of the Amber Sea favor these
creatures for ship mates, as the ship itself serves as the creatures’ WOODLAND STRIDE: They possess the woodland stride of the
territory, and their calls and violent reaction to seaborn attackers druid. They act as a 15th-level druid in this respect.
often aids in unsettling attacks on the ship. A brisk trade with in
the Sea Towns of Ihlsa has developed and those towns play host IN AIHRDE
to a plague of these strange creatures’ weird calls. This creature is very rare. When the All Father died and the
world of fey spilled upon Airhde, the questing beast was one of
many creatures to come to the plain. The embodiment of the All

122 CASTLES & CRUSADES


R MONSTERS
Father’s desires, this beast came to exist with an overwhelming They are very agile, though, and if persistently
power to place people on quests. The creature is very benign attacked, or if one of their pack is persistently
and would never knowingly harm another, good or evil. It is attacked, they become very aggressive,
indifferent to alignment of any stripe. attacking with their vicious bite.

Many knights of many orders pay homage to the questing IN AIHRDE


beast, but it is with the Vale Knights that The quil are prehistoric creatures fashioned
the beast holds the greatest honor. by the Red Duke in the Days before Days. He
They hold the questing beast to be a made them as a nuisance to plague Mordius’
sacred animal and worship it. Their gardens. This they did in profound fashion.
holy days are centered on the creature; She could find no purpose for them, nor turn
many feasts are held in its honor, and them to any good. Her druids hunted them, but
most if not all the knights incorporate the they spread like a plague for centuries until the
deer symbol into their coat of arms. Killing or goblins and early humans put them to better use.
even threatening to kill the question beast earns
death at the hand of any of that order. The eschl first learned to hunt them and use their skins for
decorations and weapons. They found that if they killed the
QUIL quil carefully, usually by flipping them with spears and stabbing
NO. APPEARING: 4-20 their soft underbellies, the spiky skin, once preserved, retained
SIZE: Medium its defensive ability. By stretching the skin over their war-boards,
HD: 1 (d8) they fashioned formable shields that, once struck, whether from
MOVE: 30 ft. the eschl or an enemy, the spikes rose on end, offering a separate
AC: 15 layer of protection. The eschl also use the creature’s thick skull for
ATTACKS: Bite (1d4) clubs. Goblins soon adopted these practices and the quil are even
SPECIAL: Scent, Spikes, Duskvision today hunted far and wide for their skins and skulls.
SAVES: P
INT: Animal Use of such a skin on a shield gives it a +1 to AC. The skull does
ALIGNMENT: Chaotic Evil a +1 damage when properly mounted on the club.
TYPE: Aberration
TREASURE: 1
XP: 8+1
R
The aggressive quil crawl upon a multitude of legs, sliding across RAM (BIG HORN SHEEP)
the ground in an undulating fashion. A thick coat of bony spikes NO. APPEARING: 1-12
cover their broad backs, lying flat during movement, but when SIZE: Medium
threatened, they rise on end. They have a dozen insect-like legs HD: 3 (d8)
and an armored head that can retract beneath the creature’s MOVE: 30 ft., 20 ft. (climb)
torso if needed. Their head is bone, with no skin, and their jaws AC: 14
open and close like a vise, able to tear through flesh, clothing, ATTACKS: Head Butt (1d6)
furs, and even armor. Their finger-like claws can grasp things, SPECIAL: Scent, Ram
allowing them to eat them all the faster. SAVES: P
INT: Animal
These multi-legged creatures are the bane of farmers, villages,
ALIGNMENT: Neutral
towns, and dungeons. They thrive upon any organic matter,
TYPE: Animal
whether flesh or plant. The live in any clime, but are most active
TREASURE: Nil
during the warm months, when crops are coming in and markets
XP: 25+3
are filled to capacity with fresh food. Then the quil swarm in pods
of a dozen or more. If left unchecked, they infest areas, often Wild sheep are agile mountain climbers found in a variety
driving out the local inhabitants. of mountainous regions. The males, known as rams, defend
themselves with large, spiraling horns. Rams can climb almost
On rare occasions, the quil nest in huge colonies, where an adult
any cliff.
female allows other quil to attach upon her; they fold themselves
into a giant ball, breeding and feeding upon each other. If the COMBAT: Rams can be aggressive, charging at opponents and
nest is attacked, there can be scores of the creatures, all of which head butting them with their horned head.
drop to the ground and attack.
RAM: A ram’s head butt can deliver massive force. If the ram
COMBAT: The quil’s spikes protect it from most predators; scores a critical hit, the force of the blow does double damage.
designed to hold off an attacker while the quil devours its meal.

MONSTERS & TREASURES OF AIHRDE 123


MONSTERS R
RED CAP the road. When they spot a likely victim, they attack. There is no
NO. APPEARING: 1 rhyme or reason behind the attack, only the desire to cause pain
SIZE: Medium and suffering. They have no feelings of mercy or remorse. They
HD: 4 (d8) rob their victims and amass the treasure for no purpose other
MOVE: 90 ft. than to have it on hand. They must, however, dip their caps in
AC: 19 the blood of a victim at least once a month, or they fade away.
ATTACKS: Claw (1d2), Bite (1d4), Pole-Axe (1d8+2)
On rare occasions, the red cap gather bands of goblins under
SPECIAL: Darkvision, Fog Cloud, Invisibility, Reg 2, SR 2,
their command, and these they use for their own purpose, having
Twilight Vsion
no loyalty to their distant kin. They sometimes serve other evil
SAVES: P
creatures.
INT: Very
ALIGNMENT: Evil The red cap itself is a magical item player characters can claim
TYPE: Fey if they wish. The cap will give the player character the same
TREASURE: 5 regenerative benefits as this goblin-like creature enjoys, as long
XP: 200+4 as the cap is kept supplied with fresh blood. However, beware, as
those who do evil to claim its benefits will themselves become
Red caps are rare creatures related to goblins. They stand about
twisted by their own acts. Over time, continued use of the red
4 feet at the shoulder, and are tall and straight. They ape the
cap will twist the character into a dark and evil form, until the
mannerisms and clothing of other humanoid races, and prefer to
character is no more, and only a red cap remains.
carry a pole-axe in all their wanderings. Their faces are wide and
round, their mouths filled with sharp fangs and heads sparsely COMBAT: They stalk their prey, often following them to a well-
covered in shaggy hair. Their most distinguishing feature, known location, where they can take advantage of the land or
however, are their red skullcaps. These caps embody their soul; a pre-set trap. They attack from behind, striking their foes with
they dye them in the blood of their victims to keep their soul their magical pole-axes. The pole-axe serves as a +2 weapon in
fresh and alive. all regards.
Redcaps are very evil and haunt the backroads and lonely paths FOG CLOUD: They can summon a fog three times a day, as per the
made by men. They hunt solitary travelers or those unwary on fog cloud spell. They cast as a 5th-level caster.

INVISIBILITY: The red cap can become invisible, as the spell of the
same name, once per day.

REGENERATION: The cap of this fearsome creature, if kept in


freshly dipped blood, allows them to regenerate 2 hit points per
round from any wound.

IN AIHRDE
It is well known to the scholars that the god Thorax, the Red Duke,
corrupted dwarves, and from them he created the race of goblins.
In later years, after the long wars of Dwarf and Goblin, the Red
Duke commanded a vast army of minions, and he challenged all
for supremacy of the world. In the struggle that followed, Frafnog
rose against him, and he alone could stand to look upon the Duke.
They wrestled beneath the forge of the All Father until the dragon
at last threw the Red Duke down and shredded his Cloak of Red.
Those shreds settled far and wide across the world. Some fell at the
very feet of the dragon itself. Here, there stood a guard of goblins,
and they gathered the bits and pieces of cloth that fell upon them
and fled after their master. They bound these tattered remains
into caps and through them grew in power and wisdom; they also
became consumed with hatred and a need to soak their caps in the
blood of their victims. Thus, the red caps are indeed of the goblin
kin but they are evolved beyond their meager kin, but for the
eldritch goblins whose tale is greater even than theirs.

Their teeth are magical charms; if kept, the teeth grant a +1 to


all attribute checks. The bonus is not cumulative.

124 CASTLES & CRUSADES


R MONSTERS
RHINOCEROS
NO. APPEARING: 1-6
SIZE: Large
HD: 6(d8)
MOVE: 50 ft.
AC: 19
ATTACKS: Gore (1d12)
SPECIAL: Scent, +2 on Surprise Rolls, Trample
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Animal
TREASURE: Nil
XP: 210+6

The rhinoceros is a large herbivore that sports one or two horns


on its broad head. They are heavily armored, with thick plates
of overlapping skin. Both male and female rhinoceroses are very
aggressive and territorial.

COMBAT: They attack by charging an opponent and goring them


with their horn. The gore attack is followed by a trample.
Though they possess a definite shape when they attack, the
TRAMPLE: The rhino can trample any creature of small or medium rochun fiend has no actual shape or from. It consists of energies
size. Any creature that fails to make a dexterity save suffers 4d4 only, and it can occupy extraordinarily small spaces. It can pass
points of damage. under doors, through the cracks in windows, and so forth. The
fiend is usually contained in glass jars. These jars appear empty
ROCHUN FIEND to the casual observer; however, a detect magic spell will expose
NO. APPEARING: Special them as powerful magical items. When opened, a cold gas rushes
SIZE: Large out of the jar as the creature escapes. A command word, usually
HD: 8 (d10) known only to the wizard who created the creature, sends the
MOVE: 20 ft. fiend back into the jar.
AC: 17
COMBAT: The rochun fiend attacks anything within reach. It
ATTACKS: 6 tentacle attacks (1d8)
can move slowly through the air, and it remains invisible until it
SPECIAL: Electrical Bolt, Invisible, Sonar, SR 7
strikes its victim. Whenever it scores a successful hit, electricity
SAVES: M
arcs up through the creature, briefly revealing it as described
INT: Very
above. It fights until it is killed or forced back into its prison.
ALIGNMENT: Chaotic Evil
TYPE: Magical Beast ELECTRIC SHOCK: A rochun fiend can discharge electricity from
TREASURE: Nil any one of its six tentacles. It must successfully strike an enemy to
XP: 1350+8 discharge the electric shock. There is no save, and the recipient
takes 1d4 points of damage.
Consisting of magical energies drawn from the negative planes,
the rochun fiends appear visible to the naked eye only when INVISIBLE: Rochun fiends are almost completely invisible,
they attack. When visible, usually only for several seconds, appearing much like a wave of heat. Spotting them requires a
they appear as huge, translucent jelly-fish-like creatures. They successful wisdom check (CL 15). When they attack the become
have hosts of tentacles dangling from an overarching dome. The visible, only fading from sight after they cease to attack.
dome protects their sensory organs which are located on a large
bulb in their center mass and consists of millions of small organs SONAR: The rochun fiend is not restricted by what it can see
sensitive to electrical activity. These allow them to “see” almost or hear, as it has no ability to see or hear anything. It perceives
anything within a short distance, usually about 30 to 40 feet. everything around it by sending out short electrical bursts that
bounce back to the creature, allowing it to ‘see’ that creature. It
Created by wizards of extraordinary power, rochun fiends are used can see in any environment.
as guardians of treasure and other magic. Their highly aggressive
nature makes them dangerous to employ, and they require careful IN AIHRDE
management. Wizards keep them in vials, jars, or other receptacles
These creatures were brewed in the depths of Aufstrag during
in order to contain them, and only release them when needed. The
the long Winter Dark. They were creations of that priesthood
container must be glass, as this substance makes them docile.
MONSTERS & TREASURES OF AIHRDE 125
MONSTERS R

of wizards, the Umbra. High ranking members of the Guild RUNE MAIDS
found it necessary to guard their own laboratories against the NO. APPEARING: 1-10
intrusions of their surrogates and minions. What they created SIZE: Large
were the rochun fiends. Using what little of the Paths of Umbra HD: 8 (d10)
they understood, they opened portals to the deeps of the Void MOVE: 40 ft. (fly)
and farmed from it tiny vestiges of magic and brought it back AC: 21
to Aihrde. There, they coaxed it into life and drew from it its ATTACKS: By Weapon
natural properties. They discovered, through trial and error, SPECIAL: Ambidextrous, Divine Beauty, Plane Jaunt, Superior
that glass was the only property that could safely contain the Vision 120ft.
creatures, and so it came to pass that many of these creatures SAVES: M
were stored away, eventually becoming lost amidst the chaos of INT: High
collapse of the Unklarian Empire. ALIGNMENT: Neutral Evil
TYPE: Planar
Powerful magi in Airhde still venture in the Void to create the
TREASURE: 8
rochun fiend. However, the spells, to create the fiends continue
XP: 1100+9
to be very complex and draining, so that only the most bold and
powerful wizards dare to meddle with them. Many have fallen Tall and beautiful maidens, the rune maids haunt the far reaches
victim to the confusion of the Paths and become lost in the Void. of the heavens, ever hunting for prey they deem are in need of
The spell is a 9th-level spell. judging. They wear little armor, preferring to feel the elements
upon their naked flesh. Thin cloaks of silk, flowing loin cloths, or
skirts are all they wear; bands of gold, rings of silver or platinum,
and jewelry of all type make up the remainder of their
clothing. At times, they wear helms of fur, but always
with coifs woven from silver. Their hair they wear
long, flowing, and unkempt. Their eyes are wide and
bright, deep pools of emptiness, reflecting the deeps
of the great empty where they dwell. Their skin is
that of human women, light, pale, dark, or dusty red.
They are amazing to look upon, and their beauty is
such that they drive normal men wild.

The rune maids dwell in castles and towers in


the heavens in the astral planes. They dwell here
with their sisters amidst the opulence of their
wealth. They are serene creatures when not in
battle, uncaring, but curious. Though willing to
treaty with others, they do not have any depth of
understanding when conversing. They believe other
intelligent creatures are born to be judged and that
their appointed task is to cast that judgment upon
them and carry out the sentence.

Their one great joy lies in their stables, where they


breed their magical winged horses, the taeall (see
below), that carry them into battle.

Like many of these creatures, they are immortal, and


though they can be slain in battle, they only return
to their homes to take shape again, carrying hardly a
ghost of a shred of the memory of their own demise
and none whatsoever of those who slew them.

COMBAT: The maidens are ambidextrous and


always enter battle with two weapons in hand.
They do not use sorcery of any kind, though they
fight from the backs of their magical mighty steeds.
They fight until they are dead or have subdued or
slain their victims. They carry their victims into the
126 CASTLES & CRUSADES
S MONSTERS
heavens, dead or alive, and return to their castles, where they are
set adrift into the outer planes. S
AMBIDEXTROUS: The rune maids can attack with two weapons SARAB POOL
without penalty. They can also swing with one weapon and parry
with another. When parrying with one weapon, they gain a +4 NO. APPEARING: 1
to their AC. SIZE: Medium
HD: 5(d8)
DIVINE BEAUTY: Any elf, human, half-elf, or halfling who gazes MOVE: n/a
upon the rune maid takes note of her amazing beauty. They are AC: 22
automatically stunned for one round. On the following round, ATTACKS: Special (see below)
they must succeed at a charisma save or be stunned for an SPECIAL: Drowning, +1 or Better to Hit, Spell-Like Abilities
additional 1d4 rounds. If attacked, those stunned wake up and SAVES: M
can act the following round. INT: Nil
ALIGNMENT: Chaotic Evil
PLANE JAUNT: Rune Maids can slide between the mortal realms TYPE: Fey
and astral planes at will. When astral, the rune maid is unassailable TREASURE: 6
unless the opponent is also astral; effects that extend to the astrall XP: 280+5
plane function normally. To strike a rune maid before it shifts and
enters the ethereal plane, a successful dexterity save is required. Sarab pools are rare magical pools that dwell in old glades of ancient
A successful save lets the opponent attack the rune maid as forests. They appear as pools of still water to anyone who comes
normal; a failure means the rune maid cannot be damaged by that across them. But they are, in fact, mindless creatures of fey that
opponent this round. unknowingly trap and kill the unwary through a combination of
illusions and sorcery. The glade around the sarab pool is amazingly
IN AIHRDE beautiful, with old growth, moss-covered oak or elm trees with
The rune maids are creations of Corthain the Justicar. He fashioned tangled roots, wildflowers growing amidst deep lush grass, and the
them as guardians of his law during the early days of the world. They like. The sarab pool fosters its own environment, protecting it in
served him to great purpose in his wars with the Red Duke. Their many ways and allowing it to grow safe from man or beast.
ferocity knew no bounds, and the lust for the punishment meted out
to the minions of the Red Duke drove them before the rune maids in
fear and terror. Ever their flying steeds blotted the sky, and the Red
Duke’s people cowered and fled, unless he himself stood forth. For
their part, the rune maids lusted in this destruction.

When at last the wars waned and Corthain found less purpose
in them, he sent the rune maids away. He found them too
single-minded, too lustful for the taste of war and the suffering
of others. The maids possessed a lingering desire to serve their
master’s purpose, and they continued to harry the minions of
evil. But in time, the further from their master they became, their
molestations spread to all peoples, good or ill. Corthain at last
took notice of them, and in a great cloud of wrath, drove them
from Aihrde and into the Void. There, they lingered upon the
edges of the world, watching and lusting for the light of the sun
and the feel of rain. They built homes for themselves, towers and
castles of wondrous work in the darkness.

After long years the greater of the rune maids learned of sorceries
that could allow them to cross over to Aihrde, and they returned to
hunt and pursue; but they found they could not linger long, for the
force of their master’s banishment drove them in fear back to their
homes in the Void. So they learned, in time, that they could cross
over, but not stay, and harry again the peoples of Aihrde. They
constantly drift into the world and snatch people and things, slay
them, or carry them back to the Void, where they leave them.

Many believe that Trigal the Mage, Nulak-Kiz-Din to later


peoples, learned of the Paths of Umbra from a rune maid.

MONSTERS & TREASURES OF AIHRDE 127


MONSTERS S
COMBAT: Sarab pools attack unknowingly. Anyone who enters prized by illusionists, a vial of water from a sarab pool increases
the glade must make a successful intelligence save or suffer the the magical strength of any illusion. Any illusionist who drinks a
affects of a hallucinatory terrain spell. Failing the save makes the single draught of a sarab pool can cast illusion spells at the next
glade appear peaceful and natural, but obscures anyone who level, i.e. a 3rd-level illusionist that casts hypnotic pattern does so
succumbs to the mirage arcane spell from the viewer. Anyone as a 4th-level illusionist.
who successfully saves against the hallucinatory terrain spell and
approaches the pool must then make a successful intelligence save SENTIENT
against a hypnotic pattern spell. The person standing closest to the NO. APPEARING: 1-2
pool, whether affected by the other spells or not, must make a SIZE: Large
successful intelligence save or come under the effect of the mirage HD: 18 (d12)
arcane spell. The mirage creates the image of a doorway, and looks MOVE: 20 ft.
very much like a magical dimension door to another plane. The AC: 26
viewer sees what they want to see beyond the gate: a city, tower, ATTACKS: 2-12 (1d4 points of damage)
a chest of gold, etc. Entering the mirage is very much like passing SPECIAL: Change Etone, Plant Qualities, Improved Grab,
through the door, but those entering travel under the water of the Swallow Whole, Acid, SR 12, Move Earth
pool itself, where they are drowned. The pool is magical in nature, SAVES: M, P
and as such, only a +1 or better weapon can strike it. INT: Superior
ALIGNMENT: Any
DROWNING: Once the sarab pool has ensorcelled its victim into TYPE: Plant
entering the pool, it draws it under the water and drowns it. TREASURE: 18
It takes one full round after the successful grab for the drown XP: 13,900+18
ability to take effect. The victim can survive drowning for as
many rounds equal to half their constitution, with each round Sentients are very old trees that have lived since the beginning.
reducing their physical abilities by 1/4. Each round, a victim can They are predominantly hardwoods, beech, hickory, oak, elm,
attempt to escape with a successful strength save. Victims can be and the like. They are shorter than most trees, averaging from
pulled from the water’s foul grasp upon a successful touch attack ground to their uppermost branches about 40 feet high. They
followed by a successful strength attack
(from the rescuer).

SPELL-LIKE ABILITIES: The pool can cast


mirage arcane as an 8th-level illusionist
each and every time someone looks
into the pool. It casts hallucinatory
terrain and hypnotic pattern as a 5th-level
illusionist. The creature can cast these
spells at will

IN AIHRDE

A sarab pool is actually the by-product


of sentients, those ancient trees which
the All Father granted wisdom and the
knowledge of the Language of Creation. Sentients
have wandered the earth for eons and often stop in their
wanderings to muse and ponder the land. Where they stop,
their roots dig into the earth and break stone and soil. On
rare occasions, water pools at their roots and is imbued with
tremendous magic shed from the sentients’
use of the Language or its contemplative
magic. The pool is alive with magic,
with the essence of creation, though
unlike its creator, it is not sentient,
but rather a conglomeration of that
stuff that makes up life. Its sorcery is
powerful.

The sarab pools are found throughout


the world of Aihrde, and are highly

128 CASTLES & CRUSADES


S MONSTERS
are old and squat, their wide boles thick with layers of bark and maw, where they are swallowed. Within in the tree, the victim
knobby branches. Their canopies vary in appearance according receives 1d8 points of damage per round, doubling each round
to the health of the tree, some being very sparse, while others until dead. Escape is impossible, short of splitting the tree open.
remain resplendent in deep foliage. Like all trees, unless it is an
evergreen, the sentients lose their leaves in the autumn months ACID: The sentient can ooze an acidic secretion once per day.
and do not regain them until the spring. They have no discernable The acid will eat through any non-magical weapons within 1d4
arms or legs. When they travel, their roots serve as feet, but they rounds. Any contact made with the acid will cause 1d8 points
never rise out of the ground, but rather slide beneath the earth, of damage (dexterity save for half). The acid oozes from the
moving it and pulling the old tree along. For arms and fingers it creature’s bark-like sap.
has many branches, thick and long. They have no face to speak
PLANT QUALITIES: It is immune to poison, sleep, paralysis,
of, rather they see, smell, and hear the world through vibrations
stunning, and polymorphing. It is not subject to critical hits or
in their roots, leaves, or branches. They open up folds of their
mind-influencing effects (charms, compulsions, etc.).
barky-skin to reveal a massive maw into which they drag any who
prey upon them. CHANGE STONE: This ability acts as the spell transmute mud and
rock as outline in the Players Handbook. The Sentient casts as an
These intelligent trees live throughout the world in any clime that
18th-level spell caster and does not need any components.
trees can live, from the deep jungles to the high mountains. They
are secretive and do not normally interact with other creatures IN AIHRDE
unless forced by some peculiar circumstance. Their roles vary
greatly; some are good and serve as a shepherd for animals and In the Days before Days, the All Father, weary from creation, grew
plants, protecting them from most dangers, while others are evil lonely in his world. The Twin Sisters paid him little heed in their
and take great joy in killing the unsuspecting. The majority are race, and the gods and other figments hid themselves for fear of
neutral and do little but sit and enjoy the passing of the seasons; being banished to the Void. So he sat upon the highest peak in
they are only prompted into action by circumstance. the world, what the dwarves and men call Mount Thangondrim,
the “throne of the sky,” and pondered this new dilemma. His
They do not live in societies, and they rarely breed, though, from beard and hair grew to great lengths until he knew at last that he
time to time, a sentient drops seedlings that take root. Only was older than he had been and that his moods were less hasty.
some of these possess self-awareness, as they have never lived in This knowledge gave him insight into the shaping of Life.
the shadows of their creators. In any respect, these are very rare
He brought the trees into the world, and gave them life and
and always less powerful than their kin. Sentients do not horde
knowledge of all the makings of his creation. In this manner, they
treasure, but some do have vast amounts of wealth buried in the
knew his mind and loved the All Father like none before nor any
soil around their roots, spoils of the victims, leaving no doubt of
ever after, for they knew the Language of Creation.
the tree’s power.
The first trees lived as sentient creatures and moved across the
COMBAT: If provoked, a sentient attempts to grab its victim and
land. They never hurried, but rather moved slowly, methodically,
drag it into its maw and swallow it, where it tries to crush the life
reveling in the world of the All Father’s making. Some settled
from the victim. A sentient can attack more than one opponent
in places and stayed there ever after, and in the space of many
at a time. They can grab one victim with a branchy arm and
years, great forests of these sentients grew across the world. ‘Tis
drag it to their maw, even as they strike out with other branches.
said that the All Father loved the sentients more than all of his
Sentients are vulnerable to certain types of attacks. They suffer
creations. He walked amongst them, talking of the world in the
double damage from elemental attacks like lightning and fire;
early days of its making, and he knew joy in their company.
cold attacks shock them into a state of dormancy (successful
wisdom save negates) for 1d4 rounds. The sentients lived long, being mirrors of the All Father, but in time of
years they settled, the bark of flesh decayed, and they withered back
MOVE EARTH: Every five rounds, a sentient can move the earth
into the earth from which they came. The seedlings they dropped
directly beneath it, where its roots lie. In all respects, move earth
proved less than the elders; some could not move, some could not
acts like an earthquake spell. The do so as a 18th-level caster. speak, and others were simple trees, rooted to the ground.
IMPROVED GRAB: When a sentient strikes with its slam attack, Sentients know the Language of Creation, but many have
an opponent must make a successful strength save to avoid being forgotten or take ages to recount any of it that is of value. Only a
immobilized, and thereafter is subjected to being swallowed. few, like the Great Tree in the Eldwood, remember it and can use
SWALLOW WHOLE: With a successful improved grab, the sentient it. These few are powerful creatures and cannot be overcome by
drags prey to its maw. It takes 4 rounds to move a victim from mortal means.
the ground to its mouth. The unfortunate character takes 1d4
points of damage per limb holding them per round they are being
dragged. The victim can break free upon a successful strength
check (CL 1⁄2 the creature’s HD) or if the branch is chopped off.
Upon the fifth round, the victim is jammed into the sentient’s

MONSTERS & TREASURES OF AIHRDE 129


MONSTERS S
SMOKE GUARDIAN guardian is a dangerous pasttime, for they are known by the
NO. APPEARING: 1 wise as creatures of the Umbra and carry the taint of that evil
SIZE: Large with them. Most Lords mete out death as the sentence without
HD: 2 (d8) question to any who possess them.
MOVE: 10 ft.
SNOW STEED, (RINCKVAL)
AC: 16
ATTACKS: Constriction attack only NO. APPEARING: 1-20
SPECIAL: Constrict SIZE: Large
SAVES: P HD: 8 (d8)
INT: Low MOVE: 40 ft., 90 ft. (fly)
ALIGNMENT: Lawful Evil AC: 22
TYPE: Magical Beast ATTACKS: 2 Hooves (1d6), Bite (1d4)
TREASURE: Nil SPECIAL: Cold Resistance, Shadow Projection, Telepathy,
XP: 22+2 Twilight Vision
SAVES: M
These creatures are magical in nature and are born only from
INT: Average
certain ceremonial candles used by the lords of law and evil.
ALIGNMENT: Neutral
These candles, always green in color, put forth a faded green
TYPE: Large Outsider
light, and smoke incessantly. The smoke gathers above the
TREASURE: Nil
candles, never moving many feet from them, unless a powerful
XP: 950+8
wind is blowing. If left alone for several hours, the smoke takes on
a sentience born of the evil imparted into the candles. The user They are generally white or bluish white, with manes and tails of
of the candles is then able to communicate basic commands to gold or silver. Their coat tends to shimmer in the light, especially
these creatures, instructing them as guards or assassins. if in snowy or icy conditions. Their heads are broad and their
eyes a hollow red; when they exert themselves, their eyes glow a
These creatures are rare and almost always used as guardians
dull orange. They are tall and long legged steeds, strong by the
of rooms, portals, treasure, and the like. Once they attune
standards of any warhorse. They are extremely swift and are able
themselves to an area, they remain there until dispelled or
to move over snow and ice without mishap.
destroyed. They react to command words designed to drive them
back, as they are not always able to discern master from foe. These beasts are extremely wild, but are intelligent enough to
understand simple language and the nature of bondage. They have a
COMBAT: The smoke guardian is slow, both mentally and
very simple telepathy. On occasion, they serve a single rider, but they
physically. It always takes it a round or two to realize that
abhor a bit and bridle, wearing armor, or even a saddle. Generally,
intruders have entered its protected area. Once noticed,
they allow a blanket for their own comfort. They communicate
however, the smoky cloud descends upon its victim, attacking
with their rider through mental images, as well as knee pressure or
anyone that falls into its grasp. The smoke guardian can attack
hand getsures. They generally travel alone, but sometimes travel in
up to four targets in a 12-foot area simultaneously, trying to
small herds of up to 20 beasts, including a number of foals and colts,
constrict each target separately. It attacks by coiling tendrils of
several mares, and one or two stallions. Generally, handlers take the
thick smoke around the victim, lifting him off the ground a few
young, training them as mounts, but even these tend to be skittish
feet, and squeezing and then and crushing them to death.
and untrustworthy.
CONSTRICT: A successful attack by the smoke guardian is a
Because they move as freely on the astral and ethereal planes as
constriction attack. In the round following the successful
they do the material, they are often moving, almost blinking in
attack, the victim must make a strength save. If this save fails,
and out of the light. This gives their coat the shimmering look it
the guardian constricts the victim for 2d6 points of damage per
possesses, but also serves as a natural armor class.
round. A victim can make additional strength saves every round
in an attempt to escape constriction, but escape becomes more The snow steed can carry 300 pounds, a medium load up to 650
difficult as the creature tightens its grip. All strength saves, and heavy up to 1000 pounds.
therefore, suffer a -2 cumulative penalty for each round after the
first that the victim is constricted. COMBAT: Snow steeds are extremely spirited and independent.
When threatened, they become aggressive, attacking by rearing
IN AIHRDE up and striking a foe with their hooves. If endangered, they take
These creatures are another in the long list of guardians that flight, circle an opponent, and then to strike them again.
the Paths of Umbra created in order to safeguard their treasure
from the many enemies their endeavors earned them. The COLD RESISTANCE: Snow steeds are highly resistant to cold-
smoke guardians, bound in their candles, are found in most based attacks. Any such attack automatically does half damage.
black markets and sell for 250gp a candle. Possessing a smoke They may make a saving throw to further reduce the damage.

130 CASTLES & CRUSADES


S MONSTERS
SHADOW PROJECTION: Snow steeds can enter and exit the astral
and ethereal planes at will. Any rider mounted on the beast
travels with them. They are limited to their one rider, and can
take no other passengers. The ability acts as the spell astral
projection, and the actual steed and rider remain behind on the
material plane.

TELEPATHY: These creatures are able to speak with any


creatures that have some type of mental aptitude, but only in
limited form. They project simple images, say of 5 orcs, to the
recipient. They can see similar images. Though they are not
able to communicate via language, they can understand very
simple and basic words.

IN AIHRDE
At the height of the Horned God’s rule, his lieutenants
gathered a great host of horses and selectively bred them. They
predominately chose white horses to blend in with the Winter’s
snow. They also were particular in breeding them with paladins’
warhorses. The magical nature of these creatures passed into the
snow steeds and imbued them with an extraordinary intelligence
and toughness. When at last they strengthened the line of horses,
they infused them with the magic of the Paths of Umbra.

The intent was to use them to cross over into the planes, particularly
the Void. The steeds proved unruly and were rarely willing to carry
their masters through the Wall of Worlds, or even the Shroud of
Darkness, in later years. After some time, Unklar’s folk abandoned
them and drove them into the wild places of the earth. The beasts the creature’s upper quarters. His chest is thin, and his arms
thrived in the cold and dark of the Winter World. Eventually, as wisp-like. Long claws complement the wings that adorn his
the Winter Dark ended, they migrated to the northern climes and back. But his lower torso is his most peculiar feature. More like
the high mountains. Only on a rare occasion do people encounter an elongated shadow, it trails off into the nothingness that is the
them in the warm regions of the world. heart of the soul thief.
They are able to project themselves in the Void as well as the A soul thief is a special servant of the lords of the nether worlds.
astral and ethereal planes. He is a guide of sorts, escorting the dead into the Shadow Realm.
This is called harvesting the soul; though the soul thief does
Generally, such a horse brings 10,000gp in the market. not harvest just any soul, for he is only tasked with harvesting
SOUL THIEF the souls of those lawful evil creatures when the lords of the
Shadow Realm wish to reward. The reward, of course, is always
NO. APPEARING: 10-5000 an eternity of pain and suffering.
SIZE: Medium
HD: 5 (d8) They are very evil, and relish journeying to the other planes to
MOVE: 20 ft., 35 ft. (fly) harvest souls. When on such sojourns, they frequently deviate
AC: 19 from the task and hunt other prey and harvest other souls. The
ATTACKS: 2 Claws (1d3), Bite (1d4) soul thief is very aggressive when cornered, but more than that,
SPECIAL: Camouflage, Darkvision 60 ft., Energy Drain, he is very curious, often hunting and attacking targets that
Improved Grab, Incorporeal, SR 1 draw his interest.
SAVES: M
INT: Average COMBAT: A soul thief doesn’t prefer a stand-up fight, but rather
ALIGHNMENT: Lawful Evil hides in the shadows, or becomes incorporeal. It waits for the
TYPE: Undead (Extraordinary) intended victim to approach and merges with their shadow,
TREASURE: Nil attempting to weaken the creature to the point that it cannot
XP: 380+5 defend itself. Once the creature dies, the soul thief begins
harvesting the victim’s soul.
A soul thief appears as a shadowy, vaguely transparent figure of
smoky black. Its face is long and ghoulish in appearance, with CAMOUFLAGE: A Soul thief can conceal itself exceptionally well
hollow, empty eyes. Small horns knob his head and round out in a shadowy or nighttime environment. When concealed and

MONSTERS & TREASURES OF AIHRDE 131


MONSTERS S
motionless, they receive a +5 bonus to hide checks and +10 to
surprise checks. At night, a bright light, csuch as a light spell, can
negate this ability.

ENERGY DRAIN: After carefully attuning itself to a particular


living victim, it can merge with him, becoming a two-
dimensional shadow which takes the place of the victim’s
shadow. It can move and behave exactly as a regular shadow,
making it almost impossible to detect (wisdom CL
15). However, even in the darkest light, the shadow
still exists, and in the brightest sun it seems less
substantial (wisdom CL 10 for each). Each day,
the victim must make a wisdom save (CL 5);
failure indicates that the soul thief has begun
wearing away the target’s soul (causing a point
of temporary wisdom loss in the process). When
the victim reaches zero wisdom, the soul thief will
attack the victim, and then personally escorts the departed soul to
hell. While attached, the victim cannot regain or be cured of the
loss in any way. While attached to a victim, the soul thief looses SPHIERLEX
some of its natural AC, dropping it to 16. It usually only takes a
single attack to force it to flee. NO. APPEARING: 1
SIZE: Medium
IMPROVED GRAB: To use this ability, the soul thief must hit with HD: 6 (d8)
both claw attacks. If it gets hold, it automatically hits with its bite MOVE: 30 ft.
attack each round, and it maintains the hold. AC: 19
ATTACKS: 6 Claws (1d2), Bite (1d6)
INCORPOREAL: Can be harmed only by other incorporeal SPECIAL: Breath Weapon, Camouflage, Spell-Like Abilities,
creatures, +1 or better magic weapons, or magic, with a 50% SR 1
chance to ignore any damage from a corporeal source. Can pass SAVES: P
through solid objects at will, and its own attacks pass through INT: Average
armor. Always moves silently. ALIGNMENT: Chaotic Evil
TYPE: Magical Beast
IN AIHRDE
TREASURE: 3
These creatures are of the order of the Val-Austlich, created in XP: 480+6
the Days before Days by Thorax. They were shadows, cast off
by the Cloak of Red, and called the rottenshuf. These shadows The sphierlex is a very slender, lizard-like creature. It has 10 legs,
wandered the world doing great mischief. However, at his bidding, five on each side of its torso, and crawls much as an insect. Small
they came to Thorax and served him in his disreputable tasks. ridges of bone line the creature’s back, extending all the way to its
When the Great War between Thorax and his brother Corthain snout. Its scales are very small and range from a dull gray to dark
was finished and Thorax thrown down, Corthain summoned the brown in color. Many rows of serrated teeth line its small, long
rottenshuf and bid them serve a greater purpose. They could not snout. Though flightless, the sphierlex possesses four long, thin
deny him, for in those days, his power was supreme. He cast his wings. These are used in battle to bemuse and confound its prey.
Judgment, and this they followed; ever after it was their task to
Sphierlex live in almost any uninhabited region, easily able to
gather the souls of the evil creatures of Aihdre and usher them to
blend in with their environs, though they prefer sandy, dry, or
the Shadow Realms. So they have done ever since, for millennia,
hot environs. They are solitary hunters, never in the company
traveling between the prime and the Shadow Realm, carrying the
of their own kind. They are migratory creatures, moving vast
horrified souls to their doom.
distances in search of prey. However, they do hole up in natural
Seeing a soul thief in Aihrde is believed to be a death sentence, caves for several months, or at least until they deplete the local
for it is coming to harvest souls. But the learned know that this food sources. At which point, they leave the den for more fertile
is not the truth for the creatures defy the Judgment of Corthain pastures. If they encounter another of their kind, they treat it as
when they may, and wander the world, causing mischief and a prey animal.
doing deeds of evil. On occasion, they harvest the wrong souls
Once in a lifetime, females spawn, laying their eggs in remote
and steal those away to the Shadow Realms, a fate worse than
locations. The creature is always on the move when laying eggs;
death to most living men. They are prized by necromancers and
one egg is laid, and the sphierlex moves on to lay another egg.
used as servants from time to time.
Their eggs are generally buried a few inches under ground or

132 CASTLES & CRUSADES


S MONSTERS
otherwise hidden beneath rocks, brush, and the like. The males, IN AIHRDE
following the scent, unearth the eggs, fertilize them, and rebury These creatures are not uncommon in Aihrde, ranging over
them, rarely in the same place. The young hatch on their own, much of the known world. They are difficult to hunt and
and immediately set out on the hunt. dangerous as well, but many prize their skins, for the scales are so
COMBAT: These beasts are quite intelligent. They watch their prey small and yet so strong that skilled craftsmen can fashion armor
carefully, stalking it. Once they are sure the direction of their prey from them. The armor serves as +1 chain mail, though it has
is traveling, they camouflage themselves in rocks, fallen, trees or no weight to it. Furthermore, it is able to withstand puncture
even patches of earth. When the prey is almost upon them, they wounds particularly well. The skin is difficult to penetrate, and
release their breath weapon, and close in for the kill. though a blade may drive the mail into the wound, it rarely
breaks it, allowing the wounded party to pull the arrow/spear
CAMOUFLAGE: The sphierlex is able to conceal itself in almost any or knife out without any further damage. Such armor generally
environment. When concealed and motionless, it gains a +4 to hide brings 250-300gp on the open market.
checks and a +9 to surprise checks.
The sphierlex also possesses a long gland within its neck. This
SPELL-LIKE ABILITIES: The sphierlex uses its wings to bemuse and gland produces the toxic gas it uses to poison its prey. The gland
confound its prey. During battle, the creature is able to raise its is highly sought after by surgeons for its use in bleeding patients.
wings and beat them in slow, methodical motions. The wings are This gland can bring up to 500gp on the market.
very colorful, and any looking at them must make a successful
charisma save or be charmed as the charm person or animal spell. SUK TREE
They wing’s effects act as a CL 3. NO. APPEARING: 1
SIZE: Large
BREATH WEAPON: The sphierlex breathes a toxic gas similar to HD: 8 (d8)
that of a stinking cloud. Those caught within the cloud suffer 1d6 MOVE: Nil
points of damage per round while within (no save for this effect). AC: 17
A successful constitution save negates the effects of the breath. ATTACKS: Bite (see below)
This damage derives from large blood blisters the gas causes to SPECIAL: Sleep, Swallow Whole
the victim’s skin. The cloud’s area of effect is 30 x 30 x 30. The SAVES: P
effects of the breath weapon last for 6 rounds unless the cloud is INT: Plant
dissipated in some fashion or the other. ALIGNMENT: Neutral
TYPE: Plant
TREASURE: 10
XP: 650+8

The suk tree is short, rarely ranging over 20 feet when fully grown.
The trunk is narrow and the canopy rather flat, extending a dozen
feet or so from the trunk of the tree. When in bloom, the leaves
of the suk are dark green and broad, offering passers-by plenty of
shade from the sun. In the springtime the suk blooms; bright white,
or in some species pink, flowers explode across its canopy, releasing
a perfume like smell that permeates the tree all year long.

The suk is a living tree, aware of its surroundings; however, it


speaks no languages, nor understands any. They grow in very
sunny areas in loose earth, usually far from other trees. On
occasion, they grow in the desert, anywhere they can provide
sun for those who pass by.

The suk feeds upon the decaying bodies of those it has


swallowed. It does not require water, nor sunlight. It stands in
place until unlucky victims take refuge from the sun beneath
its canopy. When a potential victim settles down, the suk tree
releases its perfume to enchant the victim into an calming
sleep. This is followed by an attack.

COMBAT: When the suk is ready to attack, it begins to shake the


ground gently by vibrating its roots. This allows the earth to fall
through its roots. Immediately, the victim falls into the cavity
beneath the tree, the roots fold and wrap around it, pushing
MONSTERS & TREASURES OF AIHRDE 133
MONSTERS T
earth over it, and burying the victim alive. Once within the
creatures maw, the victim is devoured.

SLEEP: This effect acts as the 1st-level magic user spell of the same
name. The suk tree casts as an 8th-level caster.

SWALLOW WHOLE: When the suk attempts to swallow something, it


shakes the ground slightly; this is followed by opening up the earth
around the victim and attempting to force the victim to fall into a
cavity beneath the tree. The victim must make a successful
dexterity check in order to avoid being swallowed. They
must make a successful dexterity check every round they
are within 10 feet of the tree. Succeeding means they hold
on to the roots or jump clear. If they fail, they fall into the cavity
where the suk’s corrosive sap begins dropping on the victim from
the surrounding roots. The sap causes 2d6 hit points of damage
each round, and will destroy non-metal goods and equipment.
A victim with a small edged weapon can attempt to cut free of
the cavity. These attempts automatically hit, but suffer -3 to all
damage rolls due to the confining and constricting space.

IN AIHRDE
Large, heavy-set, winged horses, the taeall steeds are able to
The suk is an ancient tree in Aihrde. They existed long before
fly great distances. Thick, long, very coarse hair shrouds their
the dwarves came to Aihrde, and are representative of the types
hooves; their manes are long and their tails hang almost to the
of predacious plants that once dominated the world. It is highly
ground. These shaggy horses range in color from spotted gray or
adaptable and found in most climes.
white to light brown. On rare occasions, paints or blacks enter
The sap, bark, and flowers of the suk tree are highly sought after; their ranks. These are highly valued for their colors.
wizards and the like use it in a number of potions. The flowers have
Bred in the mountain fastness and castles of the rune maids,
enchanting abilities, and when mixed properly, they are able to
they long ago spread throughout the world. And though they
place someone into a trance or deep sleep. The sap is used to make
are not common, they dwell in most climes, though they prefer
curative spells. When boiled and dried, the bark is used as a type of
mountains, remote and little traveled by others.
wafer that is filled with nutrients. Many, of course, refuse to eat the
bark of the suk tree, as they see it as a form of cannibalism. A great deal of effort goes into capturing these creatures and
taming them to ride. It is a perilous course, however, for as often
T as not the riders are borne for several months until a bond of trust
develops, or seemingly so. For at those moments, the steed, sensing
the rider’s relaxation, dumps them to the earth far below.
TAEALL STEED (FLYING HORSE)
COMBAT: The taeall attack from on high, rising and striking with
TAEALL PEGASUS
their hooves. They attempt to avoid combat when they can.
NO. APPEARING: 1-10 1-4
SIZE: Large Large IN AIHRDE

HD: 4(d8) 6(d10) Corthain first crafted the winged horse for his own design. These
first steeds he named the pegasi, and they bore him to war and
MOVE: 40 ft., 80 ft. (fly) 80ft., 160 ft. (fly) wrath. In peace, he set the rune maids to watching them, and
AC: 14 18 they developed a sympathetic bond with the steeds. When
ATTACKS: 2 Hooves (1d6), Bite (1d3) 2 hooves (1d8), Bite (1d4) Corthain left the world and retreated to the Void, he forgot the
taeall steeds and the rune maids. The steeds wandered wide and
SPECIAL: Superior Vision Superior Vision, SR 4 far, settling in the mountains and deep forests or wild deserts.
SAVES: P M, P They have thrived in the wilderness ever since, and though they
INT: Average High are rare, they are found from time to time. Many, of course, dwell
still in the pens of the maidens in the Void.
ALIGNMENT: Neutral Chaotic Good
TYPE: Magical Beast Magical Beast THE PEGASUS IN AIHRDE: These marvelous steeds are good and
powerful and very rare. They carry the memory of Corthain
TREASURE: 3 Nil
in them and reflect the pegasi of old. This shows in their
XP: 60+4 270+6 countenance and bearing. They are stronger than the taeall steed
134 CASTLES & CRUSADES
T MONSTERS
and far faster. The maids fear them, and if born into their pens, This is always part of the purchase price, as the hounds are not
they cast them out as being too willful. sold to just anyone.

Taming them is impossible. They serve a master only willingly COMBAT: Tagean hounds are bred war dogs, and as such, are
and only if they understand that the purpose of their master is to ferocious on the battlefield. Unless commanded, they always
serve some greater design. They speak the Vulgate tongue. stick close to their master, guarding them from whatever threat
is posed. They are fearless when their master is alive and near
TAGEAN HOUND them. Only a dragon’s fear, or a fear spell cast by a very powerful
NO. APPEARING: Special spellcaster, can force the hound to flee. In the attack, they always
attempt to pull their victims down using trip, and then they
SIZE: Medium
immediately leap for the face or throat.
HD: 3 (d8)
MOVE: 50 ft. TRIP: When a tagean hound scores a successful bite, it attempts
AC: 15 to pull the victim to the ground by tripping them. This is an
ATTACKS: Bite (2d4) overbearing attack, but the defender is allowed to add any
SPECIAL: Twilight Vision, dexterity bonus to their roll instead of a strength bonus. Once the
Scent, Trip, Improved Grab, hound has tripped its victim, it releases them and leaps for their
Protect, Telepathy face or neck. Victims can, of course, attempt to gain their footing
SAVES: P through a dexterity check. Any victim pulled down automatically
INT: High acts last in the next round, and the tagean hound gains a +5 to
ALIGNMENT: Neutral its attack rolls so long as the victim is lying down.
TREASURE: N/A
XP: 80+3 IMPROVED GRAB: If a tagean hound successfully trips a victim and
in the next round successfully strikes the victim while they are still
Tagean hounds are large, barrel-chested canines. Their frames prone, they have a chance of clamping upon the victim’s throat.
are compact, with straight backs, stout legs, and large paws. The victim must make a successful dexterity check to avoid the
These shorthaired dogs range in color, but are mostly black or dog’s attack. If they fail, the hound bites the throat and holds it,
deep brown. They almost always have a lighter shade on their slowly crushing the windpipe or severing the jugular. Each round
muzzles, chests, and paws. Their wide snouts contain powerful thereafter, the victim can break free with a successful strength
jaws, narrow eyes set far back on their skull allowing them a wide check. Each round the victim is held, they suffer a -1 from their
range of vision, and long, thin ears. Their fangs are thick and next check. The minuses are cumulative up to -6, at which point,
long, extending into the upper and lower jowls, giving the tagean the victim passes out. Death through suffocation will follow in
hound the appearance of always snarling. 2d8 rounds after passing out. Furthermore, the hound gets to
attack each round the victim is held. No damage is scored unless a
Tagean hounds are rarely found in the wild. They are bred and
natural 20 is rolled, at which point, the jugular is severed and the
sold on the open market as guard and war dogs. Litters are
victim suffers a further 2d6 points of damage a round thereafter.
carefully picked over, and only the largest are allowed to live;
smaller pups are set aside in the wilderness to live or die on their PROTECT: A tagean hound that sees its master taking damage
own. They are specifically bred for the size of their teeth and becomes incensed and protective. This trained instinct provides
paws and their intelligence. Their litters have 1-2 pups, and they the hound with a +1 bonus to all attack and damage rolls. The
breed once a year. bonus only applies if the master is taking damage.
They are empathetic to the point of telepathy and for this reason, TELEPATHY: Tagean hounds can communicate telepathically with
they are highly sought after battle companions and familiars. In their masters up to 1000 feet. The master can receive images,
fact, tagean hounds can communicate telepathically with their sounds, smells, and even taste, although they cannot “see”
masters, conveying images, sounds, smells, and even taste. For through the hound. Because of this link, the master has the
these reasons, along with their rarity, the tagean hound is almost same connection to an item or place that the hound does. For
always in high demand. A standard hound can bring up to 5000gp instance, if a wizard’s hound has seen a room, he could teleport
on market, but the strongest have sold for up to 25,000gp. They into that room using the hound as a conduit.
never turn on their masters, and will fight by their side until they
are killed or the master falls. If the master should fall, the tagean IN AIHRDE
hound is often thrown into confusion and will guard the body Tagean hounds are bred almost exclusively on the isle of Tagea by the
of its fallen master from friend or foe. When this occurs, there Tageans themselves. A few smaller breeder pens have opened up in
is nothing short of death that can remove the hound from its cities like Ahve-ig-Nawn. The dogs are rare and kept by only the very
master. It will stay there until it dies of starvation or is killed. wealthy or very powerful. The Tageans do not sell them to anyone,
MASTER OF THE TAGEAN HOUND: Any person wishing to become forcing applicants to pass through a host of religious ceremonies to
a master of one of these hounds must partake in 2d6 months of make certain they are pure enough to keep the animal. They do not
training with the hound under the tutelage of a tagean trainer. sell them to evil people or anyone whom they feel may abuse them.

MONSTERS & TREASURES OF AIHRDE 135


MONSTERS T
They are very selective in choosing which hounds are allowed giants. The tomt’s true intent is to scare off the would-be assailant.
to breed. Weaker pups are often given to other Tageans as gifts
after they are neutered. Only the strong are allowed to mate and HEALING: When the tomt shifts from his giant form to his tomt
breed. They especially favor long fangs and weight. The best of form, he heals 50% of all damage that he has taken as a giant. He
the hounds are always kept for the Tagean lords themselves and can heal his giant form three times a day.
serve them as war dogs. Any tagean hound encountered with a
SHAPE SHIFTING: The tomt is able to shapeshift at will from tomt
Tagean is given maximum hit points minus 1d8.
to giant and giant to tomt 3 times a day. When in giant form, he
TOMT takes on the characteristics listed above, higher AC, movement,
slam attack, and he saves using the physical category.
NO. APPEARING: 1
SIZE: Small (Large) IN AIHRDE
HD: 10(d8)
The tomt came to Airhde from the land of fey after the All
MOVE: 10 ft., 40 ft. (when in giant form)
Father’s demise. The tomt are very magical creatures, filled with
AC: 12/18 (giant)
a great deal of knowledge of the world of fey. For this reason,
ATTACKS: Nil/Slam (1d8) or By Club (1d12)
wizards often seek them out as familiars. If enjoined for such a
SPECIAL: Healing, Shape Shifting
task, however, the tomt must be paid in silver, even as the farmers
SAVES: M (in small form), P (in large form)
do. They never allow the wizard to use their bag of holding for any
INT: High
purpose. Any wizard with the tomt as a familiar gains a +1 on all
ALIGNMENT: Neutral Good
saves and attribute checks when dealing with any fey.
TYPE: Fey
TREASURE: 10 (in silver) TROLL LORD
XP: 1350+10
NO. APPEARING: 1-4
The tomt appears as a kindly old gnome. He is short with a long SIZE: Large
white beard, bushy eyebrows and a brightly colored hat. His skin HD: 9 (d10)
is wrinkled; he has large hands, eyes, and a large nose. The tomt is MOVE: 30ft.
a shapeshifter, able to shift into the form of a giant. When in their AC: 18
natural small shape, they always wear a shirt of scale armor, thick ATTACKS: 2 Fists (1d6), Bite (2d8), By Weapon (2d10)
wool pants, shirt, and a hat. They carry a walking stick or have it SPECIAL: Change Stone, Earthquake, Rend, Darkvision 60 ft.,
tucked in their belt. When they shapeshift, the scale melds with Scent, Twilight Vision, Regeneration 3, Stomp
the flesh making a thick hide, and the stick becomes a large club. SAVES: P
INT: Average
The tomt is a kindly creature that spends most of his life protecting ALIGNMENT: Lawful Evil
the yeoman of the world. He watches their homes to keep the wolves TYPE: Giant
at bay. He continues to do so as long as he is paid. Many farmers TREASURE: 9
sacrifice to the tomt. The fey is very fond of silver, loving it over XP: 1700+9
any other treasure, and many farmers set out a silver coin
every night in hopes of gaining the tomt’s attention and Troll lords are rare, solitary creatures, never
protection. This coin is set in a hidden place so that if it traveling in groups larger than four. They are
comes up missing, the farmer knows that the tomt is around massive, averaging about 12 feet tall, their huge bellies
and that more silver must be set outside. only matched by their large hands and feet. Their
heads are huge, as well, with wide eyes and mounds
They are rare, never traveling in pairs or groups. of chins that hang over their thick, barrel-like chests.
They are very secretive and not very friendly. Their eyes are like pools in their faces, wide, deep,
When the tomt takes payment, he loyally serves and grey. They take pride in the great tusks that sprout
as guardian until the payment stops. When the payment from the tops and bottoms of their jaws, often decorating
stops, the tomt leaves. them with bands of gold, iron, silver, or other precious
metals. They prefer little clothing, usually restricting
The tomt always carries a bag of holding with him, themselves to loose pants, loin cloths, and the like.
keeping his treasure in the bag. They live in the open They hang their battle trophies from chains or
air, sleeping on tree branches, under grassy mounds, ropes they loop about their arms, legs, chests,
and the like. or shoulders.
COMBAT: When roused, the tomt shifts into his giant Troll lords inhabit wilderness regions where they
form. He can do this at will. He uses his walking are not likely to be disturbed. Occasionally,
stick, now transformed into a huge club, to they raid farming communities for their
deadly effect, pounding any and all within favorite food, billy goats. They much
reach. They are not able to toss rocks like true prefer raw meat to cooked, but on occasion,
136 CASTLES & CRUSADES
T MONSTERS
make large stews of rotten vegetables, meats, and spices. They are REND: If the troll lord scores two successful hits with his fists,
perpetually hungry, often stopping in the middle of a fray to devour he can grab an opponent in a bear hug or pummel him (Castle
their foes; on occasion, this behavior has lead to their downfall. Keeper’s choice) for an extra 3d6 points of damage.

Troll lords are evil with a mean disposition. They keep to REGENERATION: Three rounds after a troll lord suffers damage, its
themselves and avoid contact with others. They are of average body begins to repair itself. Trolls regenerate at a rate of three hit
intelligence. They can see in the dark as easily as they can in points per round. Troll lords can heal damage caused by fire or
the day, and have keen senses of smell. The generally stay to acid. Unlike other trolls, if a troll lord is killed, dropping to below
themselves or in small groups of one to four. They are extremely negative 10, regardless of the method of being killed, he does not
violent and destructive. regenerate. Meaning that it is not necessary to burn troll lords to
destroy them.
Troll lords are immortal. Though they can be slain by mortal
means, they do not die. Rather, as they age, they become STOMP: Every five rounds, a troll lord can stomp the ground with
weighted down with their life’s accumulated evil so that such power that it shakes, acting in all respects as an earthquake
eventually they cannot move. In time, they root; the weight of spell, cast as an 18th level caster.
their life’s work becomes so great that they are unable to move.
They become still as trees, waking only long enough to visit IN AIHRDE
some evil on whatever unfortunate creature happens to sit upon The history of the Troll Lords in Aihrde is recounted in the
their rooted feet. These trees can gain the move earth ability Dwarven Codex of Erde. They played a great part in the organizing
possessed by sentients. of the winter world, and served Nulak-Kiz-Din in many aspects
for many years. They are now led by their king, ruling from his
COMBAT: In combat, they use small trees for clubs or crude stone throne, “The Elephant’s Back.” They are not common, but when
axes. They also use their huge fists to pummel an opponent senseless encountered, almost all of them carry scars from those wars
or squeeze them like fruit. They are merciless in their attack, always long ago. They are embittered and hate men and elves with a
concentrating all their power on the strongest opponent first, only tremendous passion. Recently, they have had a terrible war with
moving to the next one after they have killed or disabled a victim. the stone giants and have become their implacable foes.
They are immune to pain and cannot be distracted short of a death
or a limb being cloven from their body, forcing them to fall. GOTTLAND TREES
CHANGE STONE: This ability acts as the spell transmute mud and Lonely things, these dead husks stand with feet firmly rooted to
rock as outlined in the Players Handbook. The troll lord casts as the ground. Folks say that these are none other than the souls
an 10th-level spellcaster and does not need any components. of dead trolls. As is common knowledge, trolls do not die like
mortals, but live on until their life’s evil deeds weigh them down,
planting them to the ground. The most ancient of trolls, though,
they speak, cannot move for the weight of their own evil deeds.
Many argue that trolls are, in fact, the spirits of evil trees that
walked the world in the Days before Days. These trolls, the tales
relate, are really the manifestations of the souls of those evil trees
and when a troll dies, the twisted tree’s souls rise to feed upon
the corpse, to grow again into the trees of yesteryear. Around the
base of the “Gottland Trees” grow small patches of violet flowers,
and when pulped into a mush and used as a salve, they can heal
wounds (1d4 hit points per dose).

Gottland trees are not found in the Gottland only, but wherever
a troll lord has taken root. The name comes from the uncommon
number of these strange trees found in that blasted wasteland.

MONSTERS & TREASURES OF AIHRDE 137


MONSTERS T
TUOTH DRAGON
NO. APPEARING: 1
SIZE: Large
HD: 20 (d12)
MOVE: 40ft., 80 ft. (fly)
AC: 25
ATTACKS: 2 Claws (1d6), 2 Bite (1d12), Tail (1d6)
SPECIAL: Breath Weapon, Frightful Presence, Immunities,
Keen Senses, SR 7
SAVES: M
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Extraplanar
TREASURE: 12 x 2
XP: 11,900 +20

The tuoth, or two-headed, dragons are huge beasts that never


cease to grow. Born live, they come into the world filled with
the mindless rage of chaos. They crawl swiftly upon four legs,
but are unable to fly, for they possess no wings. Two great heads
hang upon two long necks, colored black, blue, green, red, or
white; each different or the same. Their bodies are always the
color of one of their heads. But the underside of these beasts is
always black, stained with the shadows of their mother’s home.
Their tails are long, snaking from their bodies for 20 feet or more,
ending in a whiplash of shadow-capped bone.

These beastly creatures live simultaneously upon two planes,


lying upon the threshold of the negative planes and the material.
Offspring of Tiamat, the Tuoth are born live and full-grown. As
such, they are not true dragons, but possess many of the qualities
of them.

The tuoth possess an unending hunger for all things living. They
hate life, and devour it or destroy it whenever they can. As such,
their lairs are blasted areas where no vegetation grows, and the
ground around them is filled with their foul breath. These wyrms
rarely travel from the dwelling where they were birthed, digging
into the ground and making holes of slag. They attack anything
that comes with their sight or range.

They do not cherish things of the material world and do not horde
treasures as other dragons do, but rather they devour it. Their
wealth lies in the shadows of their innards, eating at them, driving
their rage. When slain and gutted, treasure spills from within them.

COMBAT: The tuoth attack from two directions, with one head
snaking to the left, and the other to the right. They act in
concert, usually beginning a battle with two breath attacks. After
this, they pounce upon their victims, rending with claw and fang.
After the initial attack, the heads act independently, striking or
breathing as they see fit. If one head is destroyed, the other fights
on, heedless of its fallen sibling.

BREATH WEAPON: The breath weapon of the tuoth mimics the


dragon of its head color. They always breathe as an ancient wyrm.
Each head is able to breathe 3 times in a 24-hour period. Refer to
Monsters & Treasure for details on each dragon.

138 CASTLES & CRUSADES


U MONSTERS
FRIGHTFUL PRESENCE: The ability takes effect automatically
whenever the dragon attacks or charges. Creatures within a radius
of 500 feet are subject to the effect if they have fewer than 20
U
hit dice. Creatures subject to the effect must make a charisma UNDINE, WATER FOUL
saving throw to avoid the consequences; if successful, they remain NO. APPEARING: 1
immune to the dragon’s frightful presence for 24 hours. On a SIZE: Small (HD 1-4), Medium (HD 5-8), Large (HD 9-12)
failure, creatures with 4 or less hit dice become panicked (treat HD: 1-12 (d8)
as the effects of the fear spell) for 4d6 rounds and those with 5 or MOVE: 10ft., 60ft. (swim)
more hit dice become shaken (suffering a -2 penalty on all attack, AC: 14
damage, attribute check, and saving throw rolls) for 4d6 rounds. ATTACKS: Slam 1d6 (small), 1d8 (medium), 1d12 (large)
IMMUNITIES: The tuoth are immune to sleep and paralysis effects. SPECIAL: Camouflage, Change Shape, Drown, Im. Grab, Trip
SAVES: P
KEEN SENSES: A tuoth sees four times as well as a human in INT: Low
shadowy illumination and twice as well in normal light. It also ALIGNMENT: Neutral (evil)
has deepvision and darkvision out to 120 feet and the scent TYPE: Magical Beast
ability. They have superior hearing, as well and are able to TREASURES: see below
pinpoint almost any opponent unless the target is magically XP: Special
hidden, such as with an invisibility spell.
The water foul are evil fey that dwell entirely in water. In their
IN AIHRDE true form, they are little more than light bluish, amoebic like
creatures that glide through water on thousands of invisible
The Futhnopt, the “Five Gates,” marks the end
scintilla. They can become quite large and can be seen by
of those legendary paths the restless dead, those
the naked eye, but even then, they appear as little more than
souls bent toward evil, must travel on their way to
a grease slick in the water or a bed of light bluish algae.
the Wretched Plains that house the dead. These
plains lie at the end of time, where the weight of its Water foul are highly territorial creatures that dwell
passage gathers in great pools, the Shadow Realms. in any and all types of water. They are encountered
Here, Thorax, the Red Duke, built his House of Stone in the deep oceans as well as lakes, ponds, rivers,
and brooded upon the conquest of the world. He used creeks, wells, and birdbaths. The smaller the
the shadows of time to fashion weapons for his body of water, the smaller the water foul. They
wars against his siblings, so that his wars defend their home against all intruders that are
continued for many ages of the world. not natural to that water. Fish, alligators,
There came a time when his foes assailed sharks, whales, even aquatic elves would
him, pursuing him even to the House of be left unmolested, but all others would
Stone, though they failed to break its suffer an attack. Creatures who pass
door. He grew fearful then and set his through or even come to drink at the
thought toward guarding his realm and he water foul’s lair suffer a 50% chance of
fashioned from his own malice a beast of such being attacked.
hideous demeanor that few living could look upon
her. He set her to guard the way to the Shadow Undine are not very intelligent creatures,
Realms and keep all living from entering. So having little capacity to learn from their
Tiamat came to be. She was greatest of his own experiences or think or communicate.
servants, born in the maw of his spite, shaped They do, however, have an uncanny ability
from his disdain for life, and cast in the mold to remember shapes and to assume that shape in
of the unquenched fires of his madness. But the future. A single encounter with a dog drinking
Tiamat became a creature whole and of herself, and as at a water foul’s pond would allow the water foul to
such, she possesses the powers of creation. Once in a great while, remember and take the shape of the dog in the future.
she births the tuoth drauk, the two headed dragon.
Water foul are creatures natural to the material planes and are
These dragons cause their mother tremendous pain and come into therefore, not subject to being summoned or conjured. They
the world living, without egg or shell. They span the Shadow and are asexual and breed only during violent storms when water
Material planes, dwelling in both simultaneously. Upon Aihrde, overflows its natural banks. During such moments, the creatures
the men see them as unholy apparitions, and most slay them instinctively split into two, forming one greater and one lesser. The
outright, if they can, for even seeing one means that death stalks lesser water foul immediately follows the natural flow of water,
the viewer or one dear to him. Some, however, cast in with the seeking its own habitat within which to settle. They will follow
tuoth dragons, and make foul worship of her, but these are few and runoff water into larger creeks and to ponds or wherever fortune
usually die, devoured by the object of their unholy thoughts. should take them.

MONSTERS & TREASURES OF AIHRDE 139


MONSTERS U
If, for whatever reason a water foul is stranded (its lake dries The victim can survive drowning for as many rounds equal to
up, its runoff ends in sand, etc), it does not die, but becomes half theirconstitution, with each round reducing their physical
dormant, lying on the ground, waiting for the next rain fall. In abilities by one-fourth. Each round, a victim can attempt to
such a state, the water foul is not able to attack or defend itself, escape with a successful strength save. Victims can be pulled
and appears as little more than a snail’s track of slime on the from the water foul’s grasp upon a successful touch attack
ground. They can be captured in such a state and as a favorite followed by a successful strength attack (from the rescuer).
pet of wizards and the like, they can go on the open market for
2000gp for a lesser to 10,000gp for a greater. TRIP: A water foul is able to animate water within 10 feet of itself
and use it as a weapon. They are able to trip opponents. This is
A water foul does not have a lair of any kind, rather it moves usually done with the intention of forcing a victim to the water.
constantly like any predacious creature. Whether or not the
creature has treasure depends upon its locale. If it is in a small IN AIHRDE
pond or lake then anything it has slain will naturally sink or be Water foul are creatures that have long inhabited the world of
dragged to the bottom and left there. So treasure could possibly Aihrde. Records of encounters exist in the dwarven histories, the
be found. If, however, the creature dwells in the ocean or a large Mammoth Scrolls. In there, they are called the undine, which is
lake or fast moving river, then the chances of any treasure being foul or unclean water. They are believed to originate from the
found are negligible, as current and depth would have scattered waters that first fell upon the All Father and cleaned him of
it far and wide. By and large a water foul’s treasure type is equal his labors. The water, which rolled off his back and shoulders,
to its hit dice +1. became animated by the magic of his flesh. These first water fouls
slowly spread across the world and came to inhabit most of the
COMBAT: They are clever creatures in the attack, using stealth climes. The undine are found throughout Aihrde, though they
and camouflage to get close to their victim. They often attempt are not common, usually taking up their abodes in very secluded
to lure their victims to the water’s edge or into the water by bodies of water high in or under the mountains or in deep forests
changing their shape and appearing as some oddity in the water. and wilderness areas.
Once the victim is within striking range, they attack and attempt
to drag it into and under the water. Edged or pointed weapons Legends speak of greater undine living in the far western lands;
do half damage against the water foul; blunt weapons do normal. some of those who graced the All Father and cleaned him.
Cold spells do normal damage. Fire- and acid-based spell damage These are said to be huge and possessed of great treasure, as
is halved. Gas or air attacks have no effect. many victims have fallen to them over the years. Some even
claim they are far more intelligent than their kin and are able
CAMOUFLAGE: Water foul are able to blend in with most any to speak and pass on their knowledge.
watery environment. They do so by lying still in the water. They
can do this at any depth. When concealing themselves, they UNGERN
have a +2 bonus to hide checks and a +4 bonus to surprise
NO. APPEARING: 1-8, 10-100
rolls. They always move silently.
SIZE: Medium
CHANGE SHAPE: Water foul have no corporeal form, but rather HD: 2 (d8)
shape the water they occupy. They can assume as many forms as MOVE: 30 ft.
their own imaginations can assume; water spouts are common, AC: 14
as are whirlpools or even shapes more corporeal, such as orcs. ATTACKS: 2 Claws (1d2), or Gore (1d6+2), or By Weapon
Any such shape will have no coloration other than what is in (weapon)
the water. If the water foul dwells in a murky pond with lots of SPECIAL: Twilight Vision, Spell Resistance 2, Camouflage,
green algae, then when it shapes itself, it will appear greenish in Cold Immunity
color. They are only able to pick up what is in the water; leaves, SAVES: P
small insects and spiders would not become part of any shape INT: Average
they assume. ALIGNMENT: Lawful Evil
TREASURE: 1
IMPROVED GRAB: When a water foul strikes with its slam attack, XP: 46
an opponent must make a successful strength save to avoid being
consumed by the water foul, and are, thereafter, subjected to the The ungern are spawn of the Horned God, and their form reflects
water foul’s drown ability. his own. They have dark brown or red skin, and are largely hairless
but for a short mane that stretches the length of their spine and
DROWN: If a water foul successfully hits with its slam attack, grows around their cloven feet. Their hands are clawed, their feet
and is able to use improved grab, the victim is then caught and are cloven, and their legs have triple joints. They have wolf-like
dragged into the water, or encapsulated in the water foul itself. heads with long, tooth-filled snouts. They stand about six feet tall,
In either case, the water foul forces water into the victim’s nose and though they are rather thin, they are powerfully built creatures.
and mouth, trying to drown it. It takes one full round after the Their lean muscles are like corded iron. Their torso and back are
successful improved grab for the drown ability to take effect. shaped like beaten metal. Their necks are thick, with bands of iron

140 CASTLES & CRUSADES


U MONSTERS
muscle stretching into their broad shoulders die, and thus the ungern communities, when left
and backs; all this supports their great horned unchecked, grow quickly.
heads. Sprouting from the creatures’ backside
are great horns, and these range in shape, size, In war, ungern travel in organized units ranging
and form. Some rise directly from the spine and from 10-100. For every 10 encountered, there
are more like a ridge from head to tail; others is at least one sub-chief with maximum
rise from the upper back and sprout above the hit points and an AC of 15. If two or
head like a set of antlers, and yet still others more of these captains are encountered,
grow up and through the skull and rise-like their there is always a chief with 4d8 hit points
master’s-like great horned crowns. (minimum 18 hit points) and an AC of 16.
If 100 are encountered, there is an ungern
These horns are the most distinguishing marks the battle lord with 56 hit points, AC 18, and
ungern carry, and generally the greater and more whose weapon does 2d6 points of damage.
ornate the horns, the greater the ungern. The horns They fight using tactics and are generally
grow with age and require much trimming and able tacticians.
care; they are often decorated with all manner
of jewelry, studs, and the like. The ungern are The ungern live in any clime, but prefer the
fond of growing their manes to great lengths and colder latitudes to the warmer ones. They possess
braiding them and decorating them with bits and a natural affinity for the cold and do not suffer
pieces of jewelry. They often travel without clothing, from it, as do other races. They prefer to dwell
carrying only their weapons, but they are wickedly in large fortified towns, castles, or cities, and only
intelligent beasts and don shields and plates of iron when they are on the march do they live in tents or
for war. Their armor is always ornate with glyphs yurts. They seek the rule of law, particularly that of
and runes carved throughout. They are able smiths their master. They do not understand chaos and seek to destroy
and forge their own weapons and armor, build their own war it in all its guises, good or evil. They take great pleasure in one-
machines, or at least instruct their slaves an how to do so. on-one combats, following a vague code of ethics and honor in
such battles. Though, if an outsider defeats an ungern in single
The ungern are well groomed and rather social in their own combat, that person is killed by the collective group.
circles, but when in the company of lesser races, such as orcs,
goblins, or the like, they display a tremendous amount of COMBAT: In battle, the ungern almost always dress in armor, helms,
unbridled rage and cruelty. They have no particular hatreds, and shields. They wield axes and other heavy cleaving weapons,
for anyone, but completely disdain all living things that do not such as bardiches or halberds. Their archers are famed for using
serve their master. And, most of those that do are tolerated only great horned bows, and though they can only fire one arrow every
for the sake of their service to the Horned God. Only the mogrl other round, the damage they do, 2d8, more than makes up for it.
command respect from the ungern and the ungern serve them If there are more than one, they always fight as a unit, speaking
loyally and without question. They are highly organized and their own guttural language to communicate actions.
work together in all things. They are not migratory, and rarely
COLD IMMUNITY: Ungern suffer half damage from cold-based
move once they have taken a castle or refuge as their own. Their
attacks. If they succeed at their saving throw, regardless of the
culture is one of power and violence. Strength and intelligence
source, they take one-fourth damage.
are prized above all things, and the greater ungern usually have
both properties in abundance. CAMOUFLAGE: Ungern are able to take advantage of most of
their environments. When in wilderness settings they are able to
When away from their master’s dens, they live in tight social
conceal themselves. When concealed, they have a +1 bonus to
groups of several hundred to a thousand. They do not build
hide checks and a +2 bonus to surprise rolls.
their own homes, but rather settle in the home of someone else.
They do not do menial tasks themselves, but utilize slaves, often IN AIHRDE
stolen from villages or caravans or bred in their dens. They do
not mate, but rather spawn like reptiles. Females, who are utterly Before the forges of Klarglich were made, before the hounds of
unrecognizable from males, lay huge clutches of fertilized eggs in darkness issued forth from Austrag, and long before the mogrl were
mounds of wet, sodden earth. The young hatch several weeks crafted in the Pits of Woe, Unklar fashioned the ungern. When
later, crawling from the mounds with tremendous appetites. first he came through the portal, Unklar slew the high priest
They are largely on their own, forced to steal food from the Nectanebo. After that, he fell upon the Emperor’s Guard and the
other ungern until they are large enough to force their way to God-Emperor himself. All fell to the Horned God with an ease
the community board and hunt with the others. The young are that made that beastly creature forever after hold great disdain for
fierce, and their boldness is rewarded by the adult ungern, who the folk of the All Father’s fashioning. So immediately he gathered
largely ignore the small creatures. In this way, they are taught to him the substance of the Void, and with the Language of his
that boldness of action is always rewarded. The pups do not Father, he crafted the ungern, the “black spawn.” Some say that
suffer a high mortality rate; only the mewling weak are left to they were born of a union between the dark fey and wild, evil men

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enslaved in Unklar’s service. But this is not so; they are of the Val- the wild world. Seeking no redemption, they care not for their
Austlich, those creatures forged from the Language of Creation actions, past or present, and lust only for treasures or power or
and the Val-Eahrakun, of which Unklar was the greatest. The both. The Ur-Suk come in many shapes and sizes; indeed, they
Judgment of Corthain does not bind them, and the ungern move can polymorph themselves into almost any form. But at their
freely about the planes as few other creatures can. heart, the Ur-Suk are small, winged, humanoid creatures with
mottled gray or patchy yellow-green skin. Occasionally, they
In the black days of the Winter Dark, when the Horned God, take on the shape of deformed gnomes. They have long faces
Unklar, ruled the land, the ungern issued forth from the fortress and deep eyes that give them great vision in the twilight. The
of Aufstrag. They served Unklar as soldiers and captains, and wide gash that is their mouth splits their face in two halves,
spread his evil throughout the lands. They were the battle lords making them hideous to look upon, and the jagged, unkempt
that destroyed Kayomar, drove the elves of the Shelves of the teeth only add to their horrible visage. Their faces reflect an
Mist into ruin, and plundered the dwarf halls. Their numbers innate cruelty, as their features are lined with deep crevices of
were great, and they led the armies in countless battles, ever in ragged emotion. They prefer to wear clothes, usually pants and
the service of their dark master. They filled the holds of Aufstrag boots, but at times are naked.
with their evil, and their numbers grew beyond scope. But during
the Winter Dark Wars, they suffered greatly. In the great battle of The majority of the Ur-Suk work to undo all that is good. To this
Logn-Kor, where the Lord of Sorrow led over 90,000 of his folk, end, they haunt the good people or places of the world, seeking to
many of them ungern, into the Valley of the Sun, they met their bring them to ruin. They trick their victims, trying to lead them
first great calamity. The floods destroyed them all, with only the astray, and wreak havoc wherever they go. They love to steal
Lord of Sorrow and a few servants escaping that calamity. Later and rob human establishments, and are frequently responsible
that year, at Gokstead Deep, several tens of thousands more for kidnapping the young. They are particularly fond of robbing
were destroyed by the ravages of the northmen. And beyond, the dead, plundering tombs of paladins, knights, and their
in a myriad number of battles, their numbers were wasted away. families. The Ur-Suk are small-minded, timid, and fearful, and
When at last Unklar was driven from the plane, they fell into for these reasons, they tend to seek out powerful, evil creatures
disarray and fled to distant parts. and aid them against other lesser folk. These dark faerie have an
inexplicable hatred, which borders on fear, of birds.
Since those days, they have recovered some. They live now in
scattered holds all about the world of Aihrde, but most frequently The Ur-Suk are found in most climes and in almost any terrain;
in the east, near the Grunliche Mountains, Aufstrag, and the however, the majority prefer deep, temperate forests, where they
Grausumlands. In the west, they are found in the Darkenfold and live in dens or warrens dug beneath the roots of very old trees.
the wilds north of Kayomar and south of the Gottland, where Ur-Suk are violent creatures and do not work well with one
they contend with the fierce hobgoblins of those lands. another. The Ur-Suk are not by nature social creatures, and they
rarely gather in groups of more than 2-4, though, on occasion,
They ever search the dark parts of the heavens, looking for their they gather in great concourses to discuss events or needs that
master, to whom they continue to make dark sacrifice. may be pressing to them and them alone.
When encountered in large groups, there are
UR-SUK (BLACK HEARTS, DARK FAERIE)
always several factions that frequently fight one
NO. APPEARING: 2-4, 20-100 another. They are not fond of other fey, and often
SIZE: Small/Medium enslave grigs and pixies.
HD: 1 (d6) or 2 (d8)
MOVE: 20 ft., 30 ft. (fly) COMBAT: Dark Faerie rarely stand and fight
AC: 15 unless they feel that they have a better-
ATTACKS: Dart (1d3), Dagger (1d4), than-average chance of overcoming
Short Sword (1d8), Short Bow (1d6) the enemy. The prefer hit and run
SPECIAL: Spell-Like Abilities, tactics that keep an enemy unbalanced,
Twilight Vision, Polymorph, gradually weakening them until chances of a
Camouflage successful attack improve. To this end, they
SAVES: M & P use their spells and their ability to camouflage
INT: Average to Superior themselves.
ALIGNMENT: Chaotic Evil
TYPE: Fey POLYMORPH: The Ur-Suk have the ability to
TREASURE: 1, 3 polymorph self twice each day as a 7th-level caster.
XP: 29+1, 120+3 SPELL-LIKE ABILITIES: They can cast, as a 6th-level
The Ur-Suk, also known as Black Hearts or Dark druid, the following spells once per day – light,
Faerie, are outcasts from the land of fey. Exiled poison food and drink, enrage animals, entangle, faerie
from their people for their foul disposition, or for fire, obscuring mist, pass without trace, warp wood
an unspeakable crime, they are forced to wander and snare. They can also cast, as a 3rd-level illusionist,

142 CASTLES & CRUSADES


V MONSTERS
the following spells once per day - dancing lights, magical aura, from their sallow faces.
hypnotism (maximum 1 creature) and silent image.
The vimnel are social creatures, traveling in small bands of up
CAMOUFLAGE: Dark fey are able to alter the texture and color to eight. They travel great distances until they find refuge in
of their skin. This allows them to blend in with almost any abandoned buildings, dungeons, towns, and ruins of any kind; in
environment. It takes a full 5 rounds for an Ur-Suk to change. short, anywhere they can find some security from the elements.
But once they have changed, they have a +4 bonus to hide They build nest-like houses in high places, where they gather
checks and a +6 bonus to surprise rolls. They gain a similar their treasures.
bonus on any move silently checks.
They have no ability to speak any languages. Nor are they able
IN AIHRDE to fashion any type of clothing, weapons, or armor. They do wear
The Ur-Suk have haunted the world of Aihrde since the Days jewelry and other trinkets they scavenge from the battlefield.
before Days. Like all fey, they came over from the inky dark of COMBAT: The vimnel are vicious in battle, swooping down on
the Void or crossed over when the All Father died. They have their prey and attacking with claws and fangs. They use simple
haunted the dwarves for countless ages, and indeed, it is the weapons when they have them. As soon as they engage, they
dwarves who name them the Ur-Suk, which is Black Hearts in howl at their prey in an attempt to disorient them.
the Dwarven language. During the age of Winter Dark, they came
to serve the Horned God on many levels. They were especially HOWLING: The howling of the vimnel carries echoes of their long
fond of the Eldritch Goblins, creatures they could relate to, for suffering. It is terrible to hear, and drives most who hear it into
those goblins counted their ages in millennia. During the Winter short-term madness. From a distance, it conjures memories of
Dark Wars, they served as best they could, but their natural darkness and pain; but up close, the howl is deadly, for it seeps
trepidations kept them from most battles. After the wars, they into the subconscious mind, disrupting the victim’s mental state.
melted into the countryside, seeking the lost and hidden places of Anyone within 10 feet of the vimnel when it howls must make
the world, for they sensed a new dawn was upon the world. And a successful wisdom save or suffer -4 on all their rolls: to-hit,
that is where they remain, in the deep, dark woods of places such damage, saving throws, and attribute checks. The effect lasts for
as the Darkenfold and the Kellerwald, where the wilderness does 4 full rounds, until the memory of the howl recedes.
not tangle with civilization. They hide and brood, longing for the
return of Unklar and a New Age of Winter’s Dark. IN AIHRDE
Unklar fashioned the vimnel upon the forges of Klarglich. In
V those pits of terror, he twisted men into malformed shapes,
torturing them into a madness from which none could recover.
They hobbled around the Pit, howling their pain until the
VIMNEL distraction became too much for him, so he fashioned them
NO. APPEARING: 1-8 wings and gave them the gift of flight. They fled
SIZE: Small then, throughout the wide halls of Aufstrag,
HD: 4(d8) haunting the tunnels and terrorizing the
MOVE: 30 ft., 60 ft. (fly) denizens of that fell place.
AC: 15
ATTACKS: 2 Claws (1d4), Bite In later days, some fled the halls,
(1d4), By Weapon spreading throughout the world.
SPECIAL: Howling Their lonely, pain-filled howls
SAVES: P are now heard throughout the
INT: Average world, and the creatures, though
ALIGNMENT: Chaotic Evil uncommon, are known to all the
TYPE: Aberration lands. They are drawn to the empty
TREASURE: 4 houses of men, for it is there that
XP: 40+4 memories of their pasts draw them; they
long for something they do not rightly
These gaunt humanoids range in color remember, that being the light of their own
from deep blue to a light purple. With humanity.
broad reptilian wings, they are able fliers,
though usually their flights are erratic, with
a great deal of up and down motion. Arms and
legs, like sticks, protrude from their emaciated
torsos, which in turn are topped by round heads
cut by a wide gash of a mouth. Fangs line their
dry, cracked, swollen lips, and yellow eyes bulge

MONSTERS & TREASURES OF AIHRDE 143


MONSTERS V

VORDOAG IN AIHRDE
NO. APPEARING: 1-10 The vordoag form when underground flora mutate. As is common
SIZE: S knowledge, the world formed from the Language the All Father
HD: 1(d4) spoke, the Language of Creation. It resides in all things, and, at
MOVE: 20 ft. times, manifests in strange, unexpected creations. The Vordoag
AC: 13 are one such creation. Residues of magic influence plant life,
ATTACKS: Bite 1d4 mutating it. The vordoag are the result of one such mutation.
SPECIAL: Swarm They proved highly irritable to dwarves throughout their long
SAVES: M history, and they continue to plague underground structures.
INT: Animal
ALIGNMENT: Neutral Evil These creatures are extraordinarily tasty and bring top dollar in
TYPE: Animal most markets. Dwarves, in particular relish eating them.
TREASURE: 1
VULTURE VULTURE, GREATER
XP: 10+1
NO. APPEARING: 1-12 NO. APPEARING: 1-10
The vordoag are small, dark crustaceans that dwell in deep SIZE: Small SIZE: Large
dungeons, caves, uninhabited sewer lines, and the like. Their HD: 1(d6) HD: 4(d8)
bodies are small and round, about the size of a halfling’s buckler. MOVE: 10 ft., 80 ft. (fly) MOVE: 20 ft., 80 ft. (fly)
They have 10 long, segmented legs that fold up under their body AC: 16 AC: 15
when it is not moving. Two claws cap each leg. Between the ATTACKS: Claw (1d2) ATTACKS: 2 Talon (1d6), Beak (2d4)
pincers lies a long tubular tongue the creature extends when SPECIAL: Improved SPECIAL: Dive, Improved Sight,
feeding. The vordoag move very quickly, crawling toward any Sight Scent, Twilight Vision
creature that radiates heat. SAVES: P SAVES: P
INT: Animal INT: Average
Vordoag grow in large nests, breeding and piling upon one another
ALIGNMENT: Neutral ALIGNMENT: Neutral Evil
until there are large balls of them several yards in diameter. They
TYPE: Animal TYPE: Magical Beast
lie dormant, using almost no energy, and can lie this way for
TREASURE: 1 TREASURE: 3
hundreds of years. They only come alive when something disturbs
XP: 5+1 XP: 40+4
the nest; this is easy to do, as simple vibrations in the floor or wall
alert them to potential prey. Creatures can slip by the vordoag Vultures are large birds that look rather ungainly as they flutter
nest, but only if they can move silently. about the corpses of the animals they eat to sustain themselves.
Vultures feed on carrion, though they have been known to attack
The vordoag live in most underground environments that small or newborn animals. Many vultures are mute, as they lack
have some moisture, generally wherever algae, fungus, or other a larynx with which to produce noise. The largest vultures can
underground plants grow. They are completely sightless, unable have over 10-ft. wingspans.
to smell or hear. If a victim can stand completely still, slowing
heart beat and breath, the vordoag cannot find them. COMBAT: Vultures sometimes fight amongst themselves when
food is scarce, squabbling over small pieces of carrion. Otherwise,
COMBAT: The vordoag sit in a form of stasis, waiting for prey to they are non-aggressive.
pass. The creature hears vibrations in the floor or walls up to 100
feet away. The creatures become very agitated, breaking out of GREATER VULTURE
their ball and attempting to find the source of the motion. Greater vultures are huge birds,
SWARM: The vordoag react to each other, and if one is able to large adaptations of their smaller
draw blood, others follow and attack the same target. For this cousins, with a wingspan that
reason, they tend to attack the same victim, covering and killing sometimes tops 20 feet. They are
them, before moving on to the next victim. able to carry a tremendous weight,
usually up to 200 lbs. Greater
vultures inhabit most environs,
nesting in high mountains or
tall trees, and hunting almost
everywhere. They spend the
majority of their lives riding the
winds in search of food. They
primarily eat the dead. They are
very aggressive, attacking any
lesser creatures that threaten
their food.

144 CASTLES & CRUSADES


W MONSTERS
The greater vultures are relatively intelligent creatures, able to WAZK
speak the Common tongue. Wizards and their like often use NO. APPEARING: 2-8
them as couriers, spies, guardians or even mounts. SIZE: Small
COMBAT: The greater vulture attacks with a vicious bite delivered HD: 2 (d8)
by its powerful beak. They can strike with their talons when they MOVE: 25 ft.
are airborne. AC: 14
ATTACKS: 1 Bite (1d6)
DIVE: A greater vulture can dive at an opponent, gaining a +2 SPECIAL: Screech, Rate Call
bonus on its attack roll. However, the creature must move at least SAVES: P
50 feet in one round. A successful strike means that the prey takes INT: Low
damage from both claws, and must make a successful dexterity ALIGNMENT: Chaotic Neutral
check to avoid being grasped in the talons of the eagle. If the TYPE: Monster
check fails and the victim is 200 lbs. or less, the vulture picks it up TREASURE: Nil
and carries it into the air. In two melee rounds, the eagle will drop XP: 30+2
the creature from 100 feet in the air. If a victim manages to stab
or otherwise harm the eagle before that time, the eagle drops it Wazks are strange, ugly creatures, being rejected creations of
immediately from whatever height it managed to attain. dark wizards, thrown to the wild to fend for themselves. They
are hairless, save for a large splotch of curly coarse black hair
IN AIHRDE on their backs. They have an extreme hunchback, so they only
stand about one foot off the ground. They have a floppy tail that
Greater vultures are rare, avoiding the haunts of civilization.
looks more like a fleshy fin than a tail. Their hind legs are huge,
They are found mostly on the open steppes of the eastern lands.
while their front legs are short and scrawny. They hop about
They are used from time to time as mounts, most notably by the
much like a kangaroo. They have long necks and beady black
tvungen vonlatot, the Dead Knights.
eyes. Their face resembles a horse, with a rat’s nose and mouth

W
and small round ears.

They travel in packs, dominated by the strongest. They breed


WALRUS asexually, spawning about once every few months, so that even
a lone wazk can multiply into a pack fairly quickly. The young
NO. APPEARING: 1-100 are small, but fully developed, and grow to maturity in a matter
SIZE: Large of weeks. Large packs are uncommon, but occasionally very
HD: 4(d8) powerful wazk are able to keep them together.
MOVE: 10 ft., 50 ft. (swim)
AC: 14 These creatures have no purpose but to feed, though they never
ATTACKS: Tusk (1d8) gain weight by doing so, nor starve when they fail to. They are
SPECIAL: Scent very aggressive with food sources, though as equally distracted
SAVES: P by bait.
INT: Animal
ALIGNMENT: Neutral COMBAT: Wazks only fight if they feel that they are in danger.
TYPE: Animal Since they are so slow, they constantly have to fight to
TREASURE: 1 defend themselves. In battle, the scalp-lock on their
XP: 40+4 back rises on end, and the beast opens its fang-filled
mouth to “screech” before charging into battle.
Walruses are found in fairly shallow Once in battle, they fight until they are dead. If
ocean water, seldom at depths below their situation looks grim, they attempt to call rats
250 feet. They spend two-thirds of to their aid.
their lives underwater, coming up
to rest and bear young and little SCREECH: When a wazk screeches, the
else. They can weigh up to 4,000 adventurers must make a successful charisma
pounds. Males can be very aggressive. check or suffer a -1 to hit and -1 to damage for
1d4 rounds. The screech does not actually come
COMBAT: Walruses, though slow-moving, from the creature’s mouth or throat,
can display aggressive behavior when but rather through air channeled
approached. They use their large bulk to through the hair on the creature’s
ram their blunt tusks at creatures back; the hair follicles are hollow, and
that threaten them. emit the air as a high-pitched screeching
sound not dissimilar to a cat’s howl of pain.

MONSTERS & TREASURES OF AIHRDE 145


MONSTERS W
RAT CALL: When the wazks try to call rats, they have a 30% eyes. Where the skull should be, there is only an empty hole
chance of succeeding. If they do, they summon 2d3 rats to their and the broken shards of bone protruding from the withered
location to help fight. flesh. They have a long tail that protrudes from their backside;
it is bony and serrated.
IN AIHRDE
The wazk originated in southern lands of Naid. The wizards Wevein are extremely evil and very violent, attacking anything
practiced dark sorceries unknown in the northern lands, far from they perceive to be vibrant or whole. They spend the greater
the influences of the dwarves. The wazks propagated quickly part of their hollow existence fashioning barbed ropes out of
and spread throughout the mountain jungles, carving a niche their skin; these are lined with finger and toe nails and broken
for themselves. The natives found them great sport and hunted chunks of bone picked from their skulls. They use these as whips
them far and wide, calling the hair on their back the “scalp-lock” to chastise and hound their victims.
which they used to decorate their spears, arrows, axe heads, COMBAT: In battle, the wevein attack first with their whips, striking
head-dresses, and more. The scalp-lock maintains its ability to victims up to 12 feet away. They can use these weapons to deadly
channel air and emit loud screeching sounds. The natives that effect up close as well; however, when they close with a victim,
have mastered using the scalp-lock are feared, for their weapons they far prefer to rend them with their claws, bite them, and stab
are seen as magical. them with the bony end of their tail. They fight until destroyed.
The wazks spread to the lands of Aenoch on the ships of traders POISON: The tail of the wevein is laced with poison. Anyone
during the long Age of Men. They quickly spread throughout the successfully struck by the tail must make a constitution save or
whole of the continent. The practice of using the scalp-lock also suffer 1d8 points of damage and a -1 to all attribute checks. A
spread to the north. Few men perfected the use, but the orcs took successful save negates all the poison’s effects.
hold of it and often decorate their weapons with the strange scalp-
locks. It is not uncommon for woodland elves to use them either. REND: An opponent held in an wevein’s grip is dealt a series of
crippling blows, as the beast’s iron–like claws and gnarled teeth
Any weapon that possesses a scalp-lock of the wazk has the slash and cut the victim. The unfortunate victim of this rending
same ability as the screech. Opponents must make a successful automatically takes damage from all of the creature’s attacks. No
charisma save or suffer a -1 to hit and -1 damage, but only for the saving throw is allowed to resist the damage, nor is the wevein
next combat action. required to make an attack roll.
WEVEIN SPELL-LIKE ABILITIES: The wevein can cast the following spells or
NO. APPEARING: 1-4 spell like affects 1/day: darkness, disjunction, insect plague. They
SIZE: Medium cast as a 10th-level caster.
HD: 7(d8)
MOVE: 40 ft. IN AIHRDE
AC: 17 During the long years of the Age of Aenoch,
ATTACKS: 2 Claws (1d4), 1 Bite (1d2), when the God Emperors ruled, the use of sorcery
Tail (1d6), Whip (1d8) and witchcraft permeated all walks of life. Witches
SPECIAL: Darkvision 120 ft., Poison, Rend, Spell- gathered in covens throughout the land, and they
Like Abilities, Twilight Vision haunted the goodly yeoman that were and
SAVES: M are the backbone of the kingdoms of men.
INT: High More than the sorcerers, who always kept
ALIGNMENT: Chaotic Evil themselves aloft of the daily travails of men,
TYPE: Aberration the witches intervened and manipulated them.
TREASURE: 10 The Lords of Aenouch hated witches most of
XP: 585+7 all the sorcerers, and when they found them,
they burned them at the stake or cast them into
These creatures’ appearance reflects the deep pools tied to stones.
evil of their misspent lives. They are
drawn, thin, pale humanoids. Their But fire is an ill used tool for evil, and that
skin hangs from their bodies like madness of spirit often lives in the flames of its own
sacks of wrinkled paper. It breaks anguish. So the wevein came to be, born of the ashes of
off constantly, shedding as the burnt witches. The evil that guided them in life takes on a
aberration wanders the desolate shape of its own and is reborn in the form of these dreaded
places of the world. They have long creatures. They are despised by all things and have little
arms, legs, fingers, and toes. Their purpose other than to cause suffering.
nails are discolored, unkempt, and long, more like claws. Their
heads, however, are tiny-small, hollow cavities with bulging

146 CASTLES & CRUSADES


W MONSTERS
WITCH ORB IN AIRHDE

NO. APPEARING: 1-6 These bizarre aberrations were once devoted followers of Unklar.
SIZE: Medium Men who joined the priesthood of Unklar underwent a series of
HD: 2-10 (d10) rituals in which they devoted themselves to his service. Those
MOVE: 30 ft. (fly) strong enough to survive the induction and the early years of
AC: 12 servitude merged with the corruption of Aufstrag. They served
ATTACKS: None as priests, roaming with the armies, working with his minions
SPECIAL: All Around Vision, as religious guides, and taking the uninitiated through the
Darkvision 60 ft., Flight, Spells, SR 1 maelstrom of dogma that became the worship of the Horned
SAVES: M God. They were clerics and druids.
INT: Average But that fell tower, bathed in the sufferings of the innocent and
ALIGNMENT: Lawful Neutral (Evil) noble, affected all who dwelt there, and none more so than the
TYPE: Aberration priests, for they served his corruption in the dark shadows of the
TREASURE: 5 High Priestess Nectenebo. Here, all things knew the torments
XP: 130+4 of hell, and the evil of it raged upon the clergy so much so that
The witch orb is a rare creature that resembles a plant spore. Its their visage changed. In time, they transformed into hideous
entire body is little more than a round sphere, usually deep green creatures, malformed and twisted. Their flesh dissolved, slowly so
or yellow in color. It possesses multiple eyes, ranged all around its that walking became painful and they learned how to fly. Slaves
body. There are apertures that resemble mouths, but are, in fact, took care of their physical needs and they lay aside their limbs,
openings from which it extends long rubbery looking tubes. These shedding them as so much dead weight. In time, they sprouted
tubes exhale or inhale gases, giving the creature its flight and eyes to see all around them, for they suspected treachery in all
ability to move. It is forever extending these tubes and sending corners. Great fissures sprung up across the rump of their body,
out puffs of gas, moving it, or keeping it still. The exhaled gas and from these fissures they exhaled spores that guided them,
contains thousands of tiny spores that constantly hover around keeping them afloat. In this form, they served the Horned
the creature, trailing in its wake. The orb is slow moving. God and his High Priestess Nectenebo. Some continued the
transformation, growing into more powerful creatures, the witch
The witch orb is, in fact, a type of plant. It is very intelligent. The stalks, but these were rare and very powerful (see witch stalk).
orb does not have the ability to speak, rather they communicate
through telepathic means. They are apt spellcasters, being Many say that the witch orb is a corruption of the goddess Mordius,
complete masters of the druidic or clerical arts. that somehow Unklar channeled that lady of nature’s essence into
his priesthood, and they, in truth, became as plants, changing with
The creatures are not necessarily aggressive, though they possess the seasons of Unklar’s power. It is known that when Unklar fell,
all the ruthlessness of the natural world. They have no pity for the witch orbs found themselves without purpose and soon drifted
any living creature; indeed, they do not possess the ability to pity apart. Some went mad and fled into the dark places of the world.
other creatures any more than a lion that devours the last elk on Others took the new world in stride and have since adjusted to it
the plain. Witch orbs are indifferent to the world, as is nature. and thrive where they can find safety. They are like all sentient
They live in almost any climate or terrain, even cities and towns beings, and some have recanted their evil ways and turned to a
seeing the world, man, elf, orc, and dwarf as no different from the more certain path, while others continue to worship the dark.The
forests or deserts. witch orb can be any non-good alignment.

COMBAT: These creatures are druidic-type creatures. They possess WITCH STALK (CUNAM-LIATH)
all the class abilities of a human druid and his ability to cast spells. NO. APPEARING: 1
They cannot use any type of weapons or armor. In battle, they SIZE: L
generally retreat from a foe while casting spells. They never stop HD: 18(d12)
moving. If they are able, they hide themselves in ambush. MOVE: 40 ft. (fly)
AC: 22
ALL-AROUND VISION: It is impossible to surprise, sneak up on, or
ATTACKS: Nil
gain a back attack on the witch orb, as its eyes range around its
SPECIAL: All-Around Vision, Clairaudience/Clairvoyance,
head. It also never sleeps.
Flight, Reg 3, Spell-Like abilities, SR 12, True Seeing
FLIGHT: Their natural buoyancy allows them to fly as the wizard SAVES: M, P
spell at a speed of 20 feet. The buoyancy also grants a permanent INT: Supra-Genius
feather fall effect with personal range. ALIGNMENT: Lawful Evil
TYPE: Aberration
SPELLS: Can use druid or cleric spells of a level commensurate TREASURE: 22
with their HD. Example: a witch orb of 4 HD casts spells as a XP: 11,600+18
4th-level druid.

MONSTERS & TREASURES OF AIHRDE 147


MONSTERS W
The witch stalks are strange orbal creatures more reminiscent of IN AIHRDE
a jelly fish than anything else. Their huge bodies float suspended
in the air by tubes shooting jets of gas. Long stalks hang from The cunam-liath, the “The Eye Above,” or the “All-Seeing
their undercarriage like tentacles, though they are largely lifeless, Priest,” what common men called the Witch Stalk, were the High
and shroud a huge, gaping, fang-filled mouth that lies on the Priests of the Horned God. They served under the High Priestess,
creatures underside. Multiple eyes dot the creature’s body, who answered only to Unklar. They ranged far and wide across
allowing it to see in any direction. Its skin is thick, covered in the land, commanding the religious orders and temples. They
shell-like plates. embodied the law and evil of the Winter Dark and were the tools
which forced the regime of servitude and order on all things.
These solitary creatures are powerful servants of the law; they Hated by all, including the soldiery, generals, lords, royalty, and
are evil and seek to bring their own brand of tyrannical order commoners, the cunam never failed to carry out the will of the
to all things. To this end, they build fortresses, temples, or other Dark Lord; in fact, they went beyond his will, imposing an almost
complexes from where they control anyone and anything with stagnating dominance upon society and the world.
which they come in contact. They are often in league with other
like-minded creatures, using orcs and their ilk as the mainstay of These creatures formed after decades of service, morphing
their minions. from man to beast (see the witch orb above) until they did not
resemble their human forms. But unlike the witch orbs, when
Highly religious, the witch stalk attempts to control the world the Winter Dark Wars ended the rule of Unklar, the cunam
through its own innate magical abilities. They adhere to either a could not divorce themselves of his worship. They fortified their
clerical or druidic philosophy. Those witch stalks who attempt to temples and towers, hiding themselves from a now hostile world;
control nature do so completely organizing plant placement and with magic, they blended with the new world, becoming one with
even the size of the plants. Their “gardens” are beautiful affairs and it, but never joining it. Now they watch and wait, plotting for the
often massive, for every area they control is perfectly manicured. return of their dark master.

Witch stalks occasionally work together; in such cases, they WOLVERINE


battle for dominance. NO. APPEARING: 1
COMBAT: The witch stalk is almost impossible to surprise and SIZE: Small
keeps a constant watch around him; furthermore, its uses its true- HD: 1(d6)
seeing abilities its their natural clairaudience and clairvoyance to MOVE: 20 ft.
see and hear beyond its normal vision. It has no means of physical AC: 15
attack, relying on spell-craft for its safety and defense. ATTACKS: 2 Claws (1d2),
Bite (1d2)
ALL-AROUND VISION: It is impossible to surprise, sneak up on, or SPECIAL: Scent
gain a back attack on the witch stalk as its eyes range around its SAVES: P
head. It also never sleeps. INT: Animal
ALIGNMENT: Neutral
CLAIRAUDIENCE/CLAIRVOYANCE: TYPE: Animal
They have these dual abilities as a TREASURE: Nil
permanent spell-like affect. XP: 5+1
FLIGHT: Their natural buoyancy These highly aggressive carnivores range from about two to three
allows them to fly as the wizard spell at feet in length, and can weigh up to 70 pounds. They range in
a speed of 20 feet. The buoyancy also color from dark brown to black to white and black. They sport
grants a permanent feather fall effect with large claws and have a vicious bite. Their fur is short and thick
personal range. and very resistant to the cold and moisture.
SPELL-LIKE ABILITIES: The Their coats are very valuable, bringing up to 10gp per pelt in
witch-stalks are able spell most cities.
casters and possess cleric or
druidic spell abilities. The COMBAT: Though aggressive, wolverines do not normally attack
have the abilities of an 18th creatures much larger than themselves, though if hungry, they
level cleric or druid with a will. They do, however, raid campsites, and if the opportunity
wisdom of 21. It casts as an 18th- presents itself, attack weakened creatures.
level caster.

TRUE-SEEING: They possess the true seeing


ability as an 18th-level wizard.

148 CASTLES & CRUSADES


XYZ MONSTERS

XYZ
YEDAE
NO. APPEARING: 1
SIZE: Large
HD: 17(d8)
MOVE: 50 ft.
AC: 28
ATTACKS: 2 Claws (1d12), Gore (1d20)
SPECIAL: Roar of Utriel, SR 11, Summon Storm, Superior
Vision
SAVES: P
INT: Average
ALIGNMENT: Lawful Evil
TYPE: Magical Beast
TREASURE: 18
XP: 9800+17

The beast is huge, bound and corded in muscle. Ape-like,


the yedae are able to walk on their two short legs, or bowl
over and charge on all fours. Wide, roundish-flat snouts
adorn their heads; thick, sharp teeth, built for rending and
tearing, line the snout. Beyond the snout, the face widens
into sallow cheek-like jaw bones, from which two massive
tusks sprout. The tusks bend up, curving toward the heavens
and are always adorned. The yedae’s eyes are small, beady,
and dark. A thick white fur covers the creature from head to
foot. A long tail, ending in a knobby truncheon crowns the
formidable creature. Massive wings adorn it as well, stretching
from its backside, with a wingspan of a score or more feet.

The yedae are rare, solitary creatures that live in frozen tundra,
high mountains, glaciers, and similar frigid environments.
Voracious hunters, they stalk and kill anything that crosses
their path, from mountain goats to wandering people. They
hole up in deep dens, preferring ice caves. Here, they horde
their treasures. They place tremendous value on gold,
particularly jewelry. They often adorn their tusks with golden
bands and rings to mark their wealth.

Intelligent creatures, the yedae speak the Common speech.


They speak the secret languages of their alignment as well.
They do not often converse with anyone. those it strikes. The storm centers upon the yedae, but quickly
moves as he directs it, covering an area of roughly 1,000 square
COMBAT: The yedae are fearsome in combat. They stalk their feet. Once summoned, the yedae can only direct the storm in one
prey from the ground, but when they spy prey, they take wing. direction; he cannot redirect it once its course is set. Those caught
Once airborne, they summon storm and follow it into the attack. in the maelstrom are blinded; it obscures all sight, including special
Rising into the air, they fall upon their victims from above. They visions, beyond 5 feet. The thundering winds reduce sound in a
prefer to rend and tear their victims, lifting them off the ground similar manner. The effect of the storm lasts for 20 rounds. There
and dropping them; then they fall upon the broken forms to slay is a small chance, 1 in 4, that the storm produces hail. If so, anyone
them. Only when hard-pressed, or faced with multiple foes, do caught in it suffers 3d6 points of damage.
they use the roar of utriel.
ROAR OF UTRIEL: The yedae’s roar is massive, sounding more like
SUMMON STORM: The yedae can conjure a violent, if short-lived, a deep, resonate, guttural growl that echoes the empty places
tempest. The storm rises suddenly, in only a few rounds, preceded of the frozen world. The blast is loud and frigid. It consists of
by a massive gust of wind that brings clouds together in a swirling two parts; the first is a wave of sound that blasts the victims as
maelstrom. The wind brings ice and snow so thick that it blinds the spell. Any creature within a 100-foot radius of the creature
MONSTERS & TREASURES OF AIHRDE 149
MONSTERS XYZ
suffers 1d10 points of damage. Those who fail to make a YRTH
successful wisdom save are stunned for 1 round. The sound wave NO. APPEARING: 1-4
precedes the frozen blast of its icy breath. In the same round SIZE: Large
that the sound strikes anyone within the breath’s path, a 20-foot HD: 9(d8)
cone forms directly in front of the creature, and it must make a MOVE: 40 ft.
successful constitution save or suffer 6d6 points of damage. A AC: 18
successful save reduces the damage by half. ATTACKS: Bite (1d12)
IN AIHRDE SPECIAL: Camouflage, Deepvision, Electrical Shock, Fly,
Passwall
In the early days of Unklar’s reign, when the world had not yet SAVES: P
grown accustomed to the Winter’s Dark, the Horned God labored INT: Inferior
in the deeps of Festung Aufstrag. There, he bent his back upon ALIGNMENT: Neutral Evil
the forges of Klarglich, molding himself as the All Father. Though TYPE: Magical Beast
it was always his thought that he was as the All Father should TREASURE: 8
have been, in truth, he was a shadow of the creator only; and all XP: 1000+9
his endeavors were but pale reflections. In these labors, he cast
creatures into form and set them upon the world so that through The yrth are creatures that dwell underground. They are long,
terror they might weaken the resolve of all those who might oppose flat, and wide, with huge heads. Scores of fangs fill their wide
the lordship of Aufstrag. Of this stock were the yedae. jaws; these fangs never quite fit into the mouth when it’s closed.
Hard skin around the mouth bears the marks of their own teeth-
Powerful beasts, the yedae hold the honor of one of Unkar’s ruts, carved from years of holding their jaws clamped shut. Long
earliest creations. He fashioned them after his own form and tendrils hang around the beasts’ mouth; they are constantly
filled them with a hunger they could never sate. He set them moving, gyrating in the air before the creature. Along their back
loose upon the world during the long years of the War of the Gods. is a low ridge of flat bone that continues to the end of their tail.
They hunted in packs at first, but in time, spread throughout the The tail itself sports a large, horizontal fin that provides the
realms of Aihrde, following the snowfall. Men grew to fear the creature with its forward motion. The yrth have no eyes or nose.
storms, for often they brought the yedae with them and the terror
of their wild hunts. Ever were the yedae driven by their master’s The yrth are strange creatures that swim through the air as fish
rage and hate. When he roused himself to war, they went mad do through does water. They rarely touch the ground. They
with a lust for destruction, even if thousands of miles sat between move from cavern to cavern through an innate passwall ability,
them and the Horned God. His ire emboldened their strength. spending their entire lives in darkness. They feel their way
through a host of small pits lining their head and along the bony
When the long wars ended and Unklar’s reign apertures along, their flanks. These serve as very primitive sonar
cemented, he forgot the yedae. Indeed, they similar to the bats.
passed from his waking memory
even before the wars ended. So Territorial creatures, the yrth find a habitable den and nest there
the creatures wandered Aihrde, until forced out or slain. Their dens usually consist of fissures
settling into deep caverns and or holes beneath ledges, rocks, or outcroppings. They spend
holes. During the long civil much of their lives in a dormant state, without need of any
wars of his reign, they returned nourishment. But they do not sleep, and are constantly aware of
to haunt the peoples of the what is going on around them.
Winter Dark, becoming yet COMBAT: The yrth attack any potential prey that passes in front
another terror in the long list of their den. They begin their attack by whipping a tendril out
of agonies of that age. But when to strike the prey with the electrical shock. They quickly follow
he passed from the plane and into the shock attack by lunging from their den and delivering a nasty
the Void from whence he came, bite. They continue to shock and bite until the prey is dead; at
the yedae fled. They climbed into which point, they drag it into the den and devour it.
the high mountains where the
glaciers held sway; they entered CAMOUFLAGE: The yrth is almost impossible to detect when lying
ice-caves and hid themselves in its den. The creature looks like the rock it lies beneath, and it
underground. There, they does not breathe or move. It has no eyes to reflect light. Because
have remained, roused of this it gains an automatic +5 to its hide checks and +10 to its
only by intruders or dark surprise checks.
sorceries that conjure them
from their dreaming ELECTRICAL SHOCK: The yrth possess two tendrils, each of which
sleeps. delivers a shock to those they strike. The creature must score a
successful touch attack on the victim. The victim must make a
successful dexterity save or suffer 1d8 points of damage.
150 CASTLES & CRUSADES
XYZ MONSTERS
FLY: They are able to fly as the fly spell. It is permanent. creatures stout as any rock. Their claws are thick and sharp; their
fangs, though short, are manifold and bent inwards, designed for
PASSWALL: Every round, they are able to pass through a rocky rending. But their most prominent features are the horns that
wall or surface, much as the spell of the same name. The tunnel ride their skulls. These coiled horns extend the beast’s thick
is six feet wide, 5 feet high, and 20 feet deep. They cannot defend skull, marking the yufelun’s age. The greater beasts have very
themselves or attack while using this ability. long horns, and lesser beasts have lesser horns.
IN AIHRDE The yufelun hunt in small packs of one to four, though there is
no order to their hunting, nor planned attack where one yufelun
The yrth derive their name from the Dwarven word “Yruth,”
takes up one task and another a different task. They hunt until
which translates into “beneath the stone” or more appropriately
they find a target, and if the opportunity is ripe, they attack, one
“something found beneath an overturned stone.” The dwarves
at the time or all together.
encountered them when they first began to tunnel beneath the
mountains. They encountered the creatures in natural caverns; The creatures do not breed. The orcs spawn them from sorcerous
soon the creatures began to appear in dungeons and the deeps, as pits. They are born full-grown and as intelligent as they ever get.
well, hunting dwarves for food. They proved a constant problem They begin hunting immediately.
and persist to hound all those who pass beneath the stony facades
of the world’s mountains. It is very common when encountering any number of rock
hounds that an orc habitation is nearby as the creatures rarely
YUFELUN (ROCK HOUND) travel far from their masters.
NO. APPEARING: 1-4
SIZE: Medium COMBAT: The yufelun attack by leaping upon their prey and
HD: 5 (d10) pulling them down. The attacks are always disorganized and rarely
MOVE: 60 ft. in concert with one another. They bite, holding a prey as long as
AC: 17 they can, allowing their acidic breath to burn and scald their prey.
ATTACKS: 2 Claws (1d4), Bite (1d10) ACID ATTACK: When the yufelun successfully grab a target with
SPECIAL: Acid Attack, Improved Grab, Scent, Keen Vision their improved grab, after one full round, the beasts can cough
SAVES: P up acids, scalding the victim. The victim must make a successful
INT: Animal constitution save or suffer 1d8 points of damage.
ALIGNMENT: Chaotic Evil
TYPE: Magical Beast IMPROVED GRAB: When an yufelun successfully strikes with both
TREASURE: 5 its bites, an opponent must make a successful strength save or be
XP: 260+5 held, immobile in the creature’s clutches. In the following round,
and any round the victim remains held, the yufelun can vomit
These beasts possess the general shape of large dogs. Barrel acid onto the victim.
chests, massive legs, broad necks, and a huge head make these
IN AIHRDE
The orcs made their first home in the Marl. There, they tunneled
beneath the earth, building deep holes and dungeons. Their
towers crept up the mountains, and grim fortresses rode the jagged
ridges. They polluted the land with their foul refuse. From those
mountains, they waged a tireless war against the elves that came
from the north and east. These wars the orcs and elves fought in the
distant past in the forests and mountains, desperate battles fought
in lonely places. But the elves proved the more skilled in stealth
and strategy, and ever the orcs found themselves outmatched. But
their numbers gave length to their kingdom’s wars.

They used these years to manufacture weapons of war, to concoct


potions and foul sorcery to fight the elves, to fashion armor, and
to breed beasts of wicked design. Such were the yufelun; through
foul sorcery they brought these creatures to life, wrapped in the
irksome sludge of the mountain’s vomit. The yufelun, the rock
hounds, came from the dark and hunted in the dark blessed
with keen senses and an ability to stalk elves even in their own
country made the rock hounds prized beasts to the orcs and
feared monsters for the elves.

MONSTERS & TREASURES OF AIHRDE 151


TREASURE

TREASURE

A AXE OF UNMAKING
When the dwarves went to war with the goblins in the
Second Goblin-Dwarf War, they sought to gain some
ABYSSAL CANNIKIN advantage over the goblins’ mastery of sorcery. They
crafted a host of weaponry which brought the power of
These drinking cups are fashioned from
their rune magic to bear on the foul enemy. The axe of
the horns of the wild afkarn. The cups
unmaking is but one example of these.
themselves become magical vessels allowing
the possessor to see into the abyssal planes The axe of unmaking is generally a bearded axe or some
(Shadow, Abyss, Tartarus, etc.). Filling the similarly large battle axe. The runes of unmaking are
vessel with any liquid and drinking the liquid powerful magic, and lesser metals cannot contain them
allows the wielder to contact one of these other so the smiths made these axes from strains of tilferium
planes as per the spell of the same name. and mithril, mixed with iron ore. A rune of creation,
carved into the axe’s head imbues it with the ability to
The abyssal cannikin is a holy item to the priests
change the composition of metals and wood. When the
of Naarheit, and it allows the very powerful priests to
axe strikes such an object, namely a shield or piece of
commune with their god. For an outsider to possess one,
armor, the axe alters the guarding plate’s makeup,
almost invariably draws the attention of servants of that dark
weakening it and reducing the AC value of the metal
god, who endeavor at every opportunity to retrieve it.
armor by 1d4 points. Repeated blows might reduce
Ex: 750 Value: 1500gp the armor to AC 0 or less. In this case, the armor or shield
disintegrates. The stricken item is allowed a saving throw, CL 10.
ARROWS OF THE ALKONOTH If it succeeds, that blow does not reduce the AC. The axe does
These arrows are fashioned of the finest wood, and their not work against magical armor.
fletching consists of three feathers of the alkonoth. Those rare Ex: 8,500 Value: 32,000gp
creatures are good and beautiful and give over their feathers only
reluctantly. The arrow itself is a +1 arrow, but the fletching gives
them the power of forgetfulness. Any creatures struck with the
arrow must make a successful charisma save or fall into a state of
B
forgetfulness. For the next 24 hours, they cannot remember who
they are or what their purpose is. They can take no action other BAG OF BONES
than to defend themselves. This is a bag of small bones from a long dead owl that once was
a pet to the deity of foresight; the bones allow the wielder to cast
Ex: 500 Value: 1200gp augury as the spell, with the following conditions. Simply throwing
the bones on the ground and intoning the name of the deity
ARROWS OF WEAKENING allows for the augury. The user’s base chance of success is 70%.
These otherwise normal-appearing arrows contain powerful However, learning to read the bones can improve the chances. To
debilitating magic. The elves of the Twilight Wood, the dark do so, the character must find a 10th level cleric devoted to the
elves of Unklar’s malice, crafted these arrows to fight the greater deity of foresight and study under that cleric for at least a year to
minions of Aufstrag. learn how to read the bones. Every year they study increases their
chances by 5%. Clerics who are 10th level and worship the deity of
Slightly longer than typical arrows, the shafts of the arrows are foresight have a 90% chance of a successful augury.
very tensile and crowned with steel tips. These arrows are +2 Ex: 500 Value: 1500gp
weapons. Upon a successful hit, an arrow releases a black flash
of magic and inflicts a sorcerous strike, requiring the wounded
BARBS OF NAKAL
victim to make a wisdom save (CL 5). A successful save
indicates normal arrow damage. Failure results in damage and Craftsmen design these small darts for blowguns and assassins place
causes the loss of one hit dice or level, plus hit points, per round great store by them. With careful management and hard work, a
for 1d4+1 rounds. In addition, upon the round following the last skilled assassin or weaponssmith can extract the barb from the tail
round of loss, the victim must make a constitution save (CL 5) of nakal dragon and keep a residue of the creature’s venom in each
or lose consciousness for 1d4 turns. Lost levels and hit points do barb. When shot, a successful strike immediately injects the venom
not heal magically, but require normal rest, with each full day of into the target’s skin. It paralyzes the tissue around the wound (not
rest restoring 1 level or hit dice and hit points. more than an inch in diameter). This paralysis numbs the immediate
effect of the wound, so that many targets don’t know they have been
Ex: 400 Value: 8,350gp

152 CASTLES & CRUSADES


TREASURE
hit. A successful intelligence check (CL 2) reveals that skin is BLOODLINE WEAPON
numb. After one full round of being struck, the venom begins Crafted by the ancient Ethrum, the bloodline weapons became
acting as a calming agent, suppressing the victim’s instincts to flee marks of wealth and power for the families, whether great or
or fight (save on successful wisdom check, CL 2). Victims who small, in that land. Passed from one generation to the next,
fail their save immediately cease all actions that would constitute the bloodline weapons inherited characteristics of those that
resistance. Four full rounds after being struck, the victim’s joints previously wielded them. The weapons retained memories of the
begin stiffening, so that by the 5th round, the victim is paralyzed deeds of their past, and the magic born of their crafting revealed
(save on successful wisdom check, CL 3). The assassin is then them. Within these weapons, the histories of families lay, all
able to dispatch the intended target. The paralyzing effects last those past deeds worthy of song; families cherish them and carry
for 1d6 hours. them in battle. Those that are lost are greatly missed, and many
Ex: 350 Value: 1000gp turn over mountains to find them.

BARD’S JOURNAL A bloodline weapon can be any common, non-magical sword


or other weapon. The sheer force of will of the original wielder
This small book is written in a bardic shorthand, and contains a imprints upon the weapon over time. When the weapon passes
wealth of obscure lore. Anyone able to read the book may make on to a succeeding generation, the weapon makes a saving throw
a legend lore attempt. Bards using the book gain a +3 bonus to (CL 8 prime). A successful save turns the weapon into a magical
legend lore and checks. +1 weapon. Only the original bloodline gains the benefits of the
Ex: 1500 Value: 2000gp powers of the weapon, until it becomes sentient. Each time the
weapon passes to the next or a succeeding generation, it again
BLADE OF RHEALTH saves to determine if it gains another plus. The bonuses stack,
but cannot grow greater than +5. After a weapon passes through
In the Age of Heroes, Malhavok was reputed to be the greatest three generations, it becomes sentient with a will of 17. Every
thief in the entire west. In his travels, he took up with the holy generation that uses the weapon after this continues to add to it,
paladin Saint Luther, who tolerated his malfeasance for he proved gaining another point of will. The weapon willingly works for the
useful in his struggles with the evil that had arisen in the east. owner so long as their bloodline is pure; those who possess the
But eventually, Malhavok betrayed the paladin, and when Luther weapon and whose bloodline is not pure must fight the weapon
discovered Malhavok’s misdeed, the paladin’s knight laid hands for control, and it will in turn always fight for mastery. For the
on the rogue and slew him; they gave his body no rest, but burned full powers and abilities of sentient items, refer to the Castles &
it to ash. But Malhavok’s spirit proved powerful and refused to Crusades Monsters & Treasure.
enter the Shadow Realms; it fled the Gates of Tiamat. Naked, it
returned to the world of the living as a houseless shadow, seeking Ex: Artifact Value: Nil
it knew not what. At last, it found a home in the very blade the
BOOK OF LIES, THE
rogue carried in life. This blade, born of the magic of Rhealth, one
of the Og-Aust of old, consumed the fire of Malhavok so that the In Aihrde, the Language of Creation is a physical thing, and its
rogue became entwined with the blade and the blade, became a utterance, if phrased properly, brings
cursed thing. substance from the Void. Language
possesses a power beyond the scope
It is a finely worked short sword that glows with a
of mortal understanding, and so in those Days
yellowish light when commanded (10 ft. radius).
before Days, Rotmauk, Thorax the Red Duke,
It is a +3 sword. The sword grants +2 to any
suffered his ears to listen for untruths uttered
rogue’s ability checks. When drawn, the
by mortals. So many lies came to him that he
wielder gains +4 to AC against all missile
devised a book, a tome of red and green, to
and ranged weapon attacks. The blade grants
capture these untruths. Thus, he created the
a +4 against all fire based attacks. Once per
Book of Lies.
week, the wielder can summon the spirit of
Malhavok and command it to fight for him for This book contains every untruth ever
up to 15 rounds. uttered upon the planes by any being, be
they mortal or god. To access the book, the
MALHAVOK, WRAITH (This chaotic evil creature’s
reader need simply open it and announce the
vital stats are HD 5, AC 15, HP 32. Its primary
being or creature whose lies they wish to view. But
saves are mental. It attacks with an incorporeal touch
the book is an evil thing, crafted upon the threshold
for 1d6 points of damage. The wraith is able to cause
of the Shadow Realms beneath the gaze of Tiamat; its
energy drain, create spawn, and cast an unnatural aura.
very nature is to lie, and when read, often those words are
Unlike normal wraiths, Malhavok does not suffer from
distortions of the lies themselves, so that even the truth of the
daylight.)
untruth is not wholly known. Only the very powerful can master
Ex: Artifact Value: 98,000gp this book, and even they accept its revelations with caution.

MONSTERS & TREASURES OF AIHRDE 153


TREASURE
Those reading the book must make a successful intelligence Charles’ pride kept him from wearing a protective neckguard
check (CL 30) and a successful charisma check (CL 20) in order (see Neck guard of Charles the Confessor), and he was beheaded
to read the lie in its pure form; otherwise, the lie may or may by Kain’s vorpal blade. Charles’s body fell upon his sword, and
not be the actual untruth. There is only one of these books in his blood stained the blade and the faerie within. The faerie’s
existence, but the great scholars value it above many tomes, for if anguish and rage at Charles’s defeat twisted him into a dark fey
mastered, it might reveal the many deceits of their enemies. who craves blood and souls.
Ex: Nil Value: Priceless This broad-bladed claymore sports a well-balanced thin blade
of iergild steel (see iergild). A gold cross-guard and platinum-
BOOT OIL (ALSO CALLED GRAY’S OIL) wrapped handle highlight its look. A dull red color stains the
This magical oil or paste, when spread over a pair of boots, blade of the sword. Any dwarf has a chance to recognize the
prevents wear and tear of any kind, and it silences the wearer’s blade upon sight (wisdom check at CL 12). A lawful good
footsteps (+2 move silently) and disguises his tracks (-5 to track character who grips the blade will know its story, seeing it in
by sight, -10 to track by scent). The wearer’s boots may not be her mind’s eye in a moment’s time. The dark faerie in the sword
removed without permission of the wearer. constantly whispers to the wielder, urging him to commit evil
deeds with the sword.
Ex: 1000 Value: 5000gp
This chaotic evil +3 sword is a wounding weapon. As a weapon of
BOOTS OF STATURE
wounding, the sword deals damage, such that a wound it inflicts
Fashioned from the hide of the jarhdel, these boots cause the bleeds for 1 point of damage per round thereafter in addition
wearer to stand up straight, infusing them with a greater sense of to the normal damage the weapon deals. Multiple wounds from
themselves; the wearer gains 1d4+1 inches in height and a more the weapon result in cumulative bleeding loss (two wounds for 2
imposing air. The boots grant the user an additional +1 on all points of damage per round, and so on). The bleeding can only
charisma checks. be stopped by a successful cure critical wounds, a paladin’s heal,
Ex: 350 Value: 3000gp or a heal spell.

C
The tormented faerie can be restored to his benevolent self by
redeeming the frustrated quest of the sword’s former wielder.
Successfully facing the knight’s slayer in combat (surviving
without being killed) will lift the blood lust from the faerie,
CHARLES’S BANE allowing it to return to the realm of the fey. Defeating a major
Dolgan King forged this sword for Lord Charles’s ill fated duel creature of evil such as a dragon or demon may also lift the curse.
with Kain the Godless. The blade was such a perfect expression The CK is encouraged to design a quest for a character that bears
of the sword-maker’s art that Wenafar the Faerie Queen sent a the cursed blade if they seek to lift the curse. If it is restored, the
benevolent faerie to live within the sword to aid its wielder. But blade becomes a flaming sword.
Ex: 7,350 Value: 20,000gp

CLOAK OF SHADOWS
This cloak appears, on first glance, to be
nothing more than a garment of fine, mottled
grey, sturdy cotton, clasped with a silver chain
and smoky quartz pendant. But the cloak is
extremely powerful, an artifact created by a
somber mage plagued by a foolish thief. The
cloak is sentient, possessing enough will of its
own to both serve and plague those who don it.
It constantly moves, slowly slipping around the
wearer, drifting in small motions to and fro, like
shadows in a flickering light. The cloak imparts
many powers to the wearer.

This cloak, once donned, cannot be removed,


save by the death of the wearer. Although the
wearer cannot physically remove the cloak,
they can will the billowing folds into the clasp,
where it appears that the wearer has nothing

154 CASTLES & CRUSADES


TREASURE
but a silver broach and smoky jewel. The cloak can only be CLOTH OF HYLDE
contained in this manner for a short period. When Fyorgyn of Eisenheim fell to the flames of an ancient
As the name suggests, the cloak gives the wearer the ability to wyrm, her companions fled the field with her body and her two
conceal himself in shadow. In darkness, where there is no light war hammers (see Harg & Hylde). One hammer, Hylde, was
at all, the character is, for all intents and purposes, invisible; not wrapped in a wool cloth. When Fyorgyn returned from Asgard,
even magical means, including divination or scrying, can detect she used the cloth to rub away blood and ash left by the dragon.
the wearer of this item. When there is a light source, however, She discarded the cloth, but unknown to her, the cloth bore a
the character appears as nothing more than a natural shadow; magic from her, the hammer, and the dragon. The cloth itself is
if they stay motionless, even in the light, the cloak grants the simple wool, square, 2 ft by 2 ft, grey-blue in color.
wearer +10 to any hide checks. The cloth possesses the power to heal wounds three times per
If the wearer moves, the cloak trails behind, leaving the telltale day. When applied to an open wound for 2 rounds, it burns with
signs of something arcane behind them; an amorphous darkness an infection and heals 2d8+8 points of damage. The cloth also
flows along, following the wearer, creating a darker stain upon has the ability to restore lost limbs; if applied to such an area for
the darkness. In such cases, the cloak, if it is dark, gains the 10 days, the limb regenerates.
wearer a +10 to its hide check. If it is light, seeing the wearer Ex: 4000 Value: 85,000gp
is still difficult, but observant watchers might notice the strange
shadow in the darkness, the wearer gaining a +5. CRUP PIPES
The undefined shape of the cloak, coupled with its constant These pipes are fashioned from the teeth of the ch-crup dragon.
movements, presents a most difficult target for an adversary to The pipes are short, about 3-4 inches long, and consist of many
strike. The wearer gains a +4 to their AC. of the dragon’s teeth bound together with thin leather strips of
magical iergild metal. Manufactured by only the most skilled
Further, the wearer can use shadows as a means of travel by craftsmen, it takes a bard of at least 5th level to play them. The
moving into, through and out of shadows, even at great distances. bard has to be in possession of the pipes for at least 2 months
Much like the teleport spell, however, the emergent location before he can begin to use the item’s magical abilities. When
depends on how well the character knows the area beforehand. expertly played, the crup pipes can charm listeners within 50
See the table in the Castles & Crusades Players Handbook, under feet. Those who hear the pipes must make a successful charisma
teleport, for the chances of emerging safely in a new location. This save or come under the player’s spell. It acts in all respects like
effect operates as if cast by a 20th level wizard. the charm person/monster spell. The bard casts the spell as half his
bard level the level as he is a bard. This spell is rounded up; i.e.,
The cloak of shadows has other qualities beyond these. Those who a 9th-level bard playing the pipes would cast a charm person spell
die wearing the cloak lose their way upon the paths of the dead and as a 5th-level wizard. These pipes are very rare.
become lost in the shadows, their spirits absorbed by the cloak.
This imparts to the cloak a multiple number of personalities, Ex: 2500 Value: 25500gp
and this makes for a dangerous garment. For at times, the cloak,
without recourse to the possessor, forces out one of the identities
of those who have died in its service. This can occur at any time,
D
but generally happens during stressful situations; the frequency
of this is up to the discretion of the Castle Keeper. This forces a DEEP WATERSKIN
polymorph other spell upon the wearer, changing them into one of This appears to be a normal sized waterskin, but it can contain
the following creatures. Roll on a d20. five times the normal water supply. It has enough water to last
one man drinking water for 10 days. It must be refilled normally
1-4 Human Male 12-14 Halfling with enough water to supply a man with water for 10 days.
5-6 Human Female 15-17 Dwarf Ex: 500 Value: 600gp
7-10 Elf Male 18-19 Orc
10-11 Elf Female 20 Hobgoblin DEFLECTING HELMET
This helmet protects the wearer from missile attacks. There
The personality changes only a little as the wearer is able to
wearer must make a successful dexterity check (CC 5, on a roll
combat the “voices” of those who have died. But when such a
of five or better) then any missile that should hit the wearer is
transformation happens to the wearer, he begins to mutter words
deflected and hits whoever stands next to him, friend or foe.
they are not aware of, suffers a -5 on all charisma checks and a
-2 on initiative and to-hit rolls due to the confusion the multiple Ex: 1000 Value: 1500gp
personalities he imparts. This item does not radiate magic.

Ex: 5000 Value: 12,500gp

MONSTERS & TREASURES OF AIHRDE 155


TREASURE
DISCERPO, THE EMPEROR’S SWORD DRAGON HIDE BOOTS
The Emperor’s Sword was forged in the days between discovery Though these possess no magical qualities, they are very rare and
of the Paths of Umbra and the summoning of the Dark. expensive boots made from dragon hide. They are indestructible
Suspecting that the Dark may be as great a threat to him and usually worn by very cool people. Purchasing such a pair of
as an ally, the Emperor Sebastian Oliver I created this boots would set someone back about 150gp.
sword as a safeguard. Ex: 125 Value: 150gp
This long sword, 3 ft. 4 in. in length, is perfectly
weighted. A simple cross-guard fashioned DURENDALE, THE AVENGING SWORD
from iergild gold (see iergild) frames its blade of Corthain fashioned Durendale, the god of law, order,
adamantine steel. It glistens with an emerald tint. goodness, and the sun, from his knowledge of the
The sword acts as a +5 longsword of dancing, but it Language of Creation; he then cast him into Aihrde,
is also intelligent and possesses many other abilities. where he dwelt for many ages of man. The Durendale
The sword speaks the Vulgate tongue. It can read blade is the physical form that Durendale takes before
magic, including any ancient script in the old mortals. The powers below are the only powers a
magical tongue. The sword can communicate mortal may access when wielding the sword.
telepathically, but rarely does so. The sword is
neutral in alignment. Its wielder can detect magic This holy longsword is made of iergild gold wrapped
and see invisible at will. The sword glows with an or covered in places with iergild silver. The blade has a
orange light as a torch (20 foot radius). silver sheen to it, and is a full two inches in width. The
angled cross-guards are gold, and resting below them is the
As a dancing sword, the weapon can be loosed to attack on its golden hilt and pommel wrapped in silver wire. The pommel bears
own. It fights for 4 rounds using the base attack bonus of the the symbol of a burning flame. Despite its simplicity of design, the
one who loosed it, and then drops. It never leaves the side of sword radiates an aura of awe and power.
the one who loosed it (never straying more than 5 feet), and
fights on even if that creature falls. The wielder who loosed Only lawful good beings may wield this sword to its full effect.
it can grasp it while it is attacking on its own, but when so Even so, the sword does not allow all lawful good persons to wield
retrieved, it can’t dance again for 4 rounds. it. In the past, only kings, mighty paladins, and great knights
have carried the sword; some of lower standing that were true
When used to fight the Dark God or his servants-any lawful of heart or showed great promise have borne it. Other good and
evil creatures-the sword acts as a bane sword, dealing an neutral beings may pick up the sword, but they do not gain the
extra 2d6 points of damage and can also paralyze them upon ability to use all of its powers.
a successful hit. The wielder controls the paralyzing power
If an evil being attempts to wield the sword, they suffer the
and can be used once per day. The paralyzing automatically
permanent loss of three levels. The sword removes itself from the
succeeds and lasts for 1 round. Will 23, Intelligence 17, wisdom
possession of any evil being that holds it for longer than 1 round
15, charisma 17
by teleporting to a safe place (or the nearest lawful good being
Ex: Artifact Value: Artifact worthy of wielding it).

DRAGON BELLS This +5 sword is intelligent and holy. Against evil beings, it deals
Halfling smiths first crafted these bells, designing them to a bonus +2d6 points of damage. The wielder can cause the blade
ring when a certain type of dragon is approaching. They were to glow with a whitish-blue light up to twice the intensity of a
designed by the halflings of the Grossewald Forest to guard torch (40-foot radius) at will.
against the coming of the Musk Wyrms, who were used by the If a paladin wields the sword, they gain the following powers: SR 10,
Lords of Aufstrag in their wild hunts. dispel magic in a 5 foot radius at the class level of the paladin (usable
every other round), and heal once per day. The sword itself speaks
Each magical bell carries the name and a depiction of the type of
four languages (CK’s choice), and can read magic. The sword’s wielder
wyrm it warns against. A bell may only warn against one dragon
can also detect magic, detect traps, see invisible, detect illusion, and detect
type. The dragons may be of any type, lesser or legendary. The
alignment at will. The blade can communicate by speech or telepathy.
bell hangs on any staff, rod, wand, sword pommel, spear, etc.,
Once per day, the wielder of the sword may teleport.
and will never make a noise unless a dragon of its particular type
approaches. It rings one clear note when the dragon moves within Will: 24
1 mile of the bell. It rings a second note when the dragon moves Ex: Artifact Value: Artifact
within 1⁄2 mile of the bell. When the dragon moves to within in
100 yards of the bell, the bell sounds off every few seconds until DWARVEN BEARD HOOKS
the dragon is within 10 yards; at which point, it stops. Dragons During the centuries long Dwarf Goblin Wars, the goblins made
cannot hear the bell. great sport of the beards of dwarves; scalping their chins, casting
Ex: 1000 Value: 5000gp barbed hooks into them during battle, or simply grabbing them
156 CASTLES & CRUSADES
TREASURE
with their hands. To combat this, the dwarven smiths fashioned FONTS OF NARRHEIT
the beard hooks. Crafted from the finest metals, gold, platinum, During the Winter Dark, Unklar bound Narrheit, the god of chaos,
and the like, and etched with runes of power, dwarves weave these in a great fortress tower (the Tower of Delight) in the wilderness of
small bladed hooks into their beard. When anyone attempts to Airhde. Narrheit did not fight his imprisonment, for he knew that
grab the beard, the beard hooks cause 1d3 points of damage and a he was no match for the Horned God. With him, Unklar bound
-2 to actions using the damaged hand. his consort Imbrisius. For a thousand years, Narrheit served as
Ex: 200 Value: 150gp entertainment for the lords of Unklar, for they frequently came to
the tower of Narrheit to overcome the challenges of unmitigated

E chaos. Countless anti-heroes of the Dark Lord’s fell, but some


survived, returning to the world beyond the Tower of Delight,
each with a trophy, a gift of Imbrisius. Each bore with him or her a
EYE OF THORAX font, made by the hands of Narrheit, a reward of sorts.
Thorax, in the Red Duke’s duel with Trilikorr, the blue dragon, was Through the fonts, Narrheit leaked into the world the power of
caused great loss. He sought to drag the beast to the underworld, and chaos, for within their making, he placed slivers of his own power,
he wrestled with her. She tore from his grasp and ripped his left eye his very being, and so gained certain freedoms in the world of
from its socket. She took the eye to the heights of the world, and there Winter Dark. Later, after Unklar’s fall, he came to Aihrde and
she swallowed it. It burned within her and solidified, until she vomited he set about gathering these cups in order to be whole again. The
it forth. The resultant jeweled eye fell to earth and was lost; man, 13 grails possess power with a price.
dwarf and beast, seek it, for legends tell of its wondrous power.
Each is separately described below. The CK is encouraged to
The legends hold true, for the eye is magical, born of a god and play up the power of the fonts and their effect upon those that
fired in the belly of a dragon. Smooth to the touch, and for the possess them. Most importantly, every font created brings chaos
casual viewer, the eye actually possesses many sides from which wherever it is carried. The font need not be on the person’s body
the wielder can see many things. Holding the jewel before one’s at all times, although they will desire to stay close to the font
own eye, he can see as if casting a greater scrying spell. However, or look upon it at least once per week. The fonts of Narrheit are
a failed intelligence check reveals the object in a false light. properly used as adventure hooks, plot devices, or as an overall
Furthermore, the scrying can be extended to places and things campaign storyline. Any possession of a font by a character
and even moments in time, whether past, present, or future. should be closely controlled, and again, are more properly used
to drive the story and for character development.
For the eye to be fully functional, one must place it in an empty
eye socket. Once placed, the eye attaches itself permanently to the All radiate pure chaos.
user, separating only upon the death of the bearer. Upon utterance
of the command spell, the eye comes alive, granting its host Each font fills with liquid upon command of its possessor. The
darkvision and twilight vision. The host can detect alignment at type of liquid is noted parenthetically after the font’s name,
will. Once per week, the host can command the eye to cast a finger along with any special notes about the liquid. When necessary,
of death, however, a failed constitution saving throw against CL 20 reference the truncheons of Narrheit, (see below). Some fonts
results in the eye casting the death ray upon the host instead. come with their companion truncheon. Attempting to discard
Ex: Artifact Value: Artifact the fonts is difficult, even for the wise; unless otherwise noted,
doing so requires a successful charisma check (CL 25).

F FONT OF HOPE AND LOSS (warm mead):This wooden grail is


plain in appearance, and has no handles. Despite the losses that
come with possession of the grail, the font grants the possessor
FEATHERED ROPE with an enduring optimism, making them believe that “better
days are coming soon.” After a month’s possession, the owner
The scales from the Lial Beast are thin and very long. Rope smiths
of the font begins to suffer a number of personal or professional
the world over prize these scales for their qualities as rope. By
losses strike; to them, these losses seem only signs of better days
carefully weaving and overlapping the scales they make a thin,
to come. It’s a period in which the possessor will feel ecstatic and
very strong rope. These are very difficult to make, and the material
as if they are invincible.
rare and dangerous to come by, so feathered rope is rare and costly.
On average, a rope is not longer than 50 feet, but even that costs First, they will lose all wealth and real property. This effect,
the buyer 75gp. Normal fire or cold does not harm the rope; however, is not immediate. Over a period of a few months,
nothing short of magical, dragon breath, or cold, affects it. The money (including all gems, jewelry, treasure, and art objects)
rope is impervious to cutting or sawing by anything shy of a +2 will either become lost, stolen, or taxed. All land owned falls
weapon or better. It has an innate spell resistance of 12. The rope is victim to a blight, natural disaster, taxation, ruin, war or attack
lightweight, with an EV of 1 per 50 feet, and is easy to tie or bind. by monsters, or is overtaken by enemies.
Ex: 500 Value: 75gp

MONSTERS & TREASURES OF AIHRDE 157


TREASURE
Second, after three months’ time, the possessor will become very becomes unable to do anything more than sit about talking or
sick or diseased. They recover in one month’s time, but will lose thinking about his sorrow. The sorrow lasts until death or until
2 points of strength and constitution permanently. broken by a powerful spell or other intervention. The font grants
no powers or other effects.
Third, after six months time, a close friend to the possessor (an
NPC if possessed by a character) will meet a gruesome death. FONT OF GREED (thimble size volume of exquisite wine): This
squat cup of brass and iron has strands of fool’s gold within it,
Finally, after one year, the possessor will die a premature, but and a singular oval handle, coiled by Naarheit’s need to possess.
natural death. It creates an overwhelming greed in its possessor, a greed for
material wealth that consumes them. It affects the possessor’s
Absent a wish by another person or the equivalent, it is extremely
personality, and the CK must reinforce their greedy desires.
difficult for a possessor to relieve themselves from this font’s
Once per week, the possessor may cast the following spells: detect
possession. Any person possessing the font may attempt to do so
magic, locate object, obscure object, and shrink item. The possessor
one time only by making a constitution save (CL 35).
does not willingly give up this font.
FONT OF LUST (fine champagne): A silver grail with a maiden’s
FONT OF GLUTTONY (sweet white wine): This font is tall and
fair form and comely warrior’s set upon its surface, the font of lust
round, and has no handles; Naarheit made its depths the echo
acts similar to a potion of love, causing the possessor (or anyone
of his hunger. The indentation of hands are on either side of the
drinking from the font) to become charmed by the first creature
font, as if someone lifted it from the forge before it cooled. The
they see after consuming the draft (as charm person; the drinker
possessor of this font becomes addicted to its wine. In one week,
must be a humanoid of medium-size or smaller, and receives a
they gain 5% of their normal body weight. After one month, their
constitution save (CL 14)). They actually become enamored if
weight will have increased 15%, and after one year by 50%. In
the creature is of similar race or kind. The charm effects wear off
addition, the possessor slowly becomes incorporeal, becoming
in 1 day, but the enamoring effect is permanent. Thus, anyone
fully incorporeal (no physical body; immune to all non-magical
possessing the font may potentially become charmed and/or
attack forms; harmed only by other incorporeal creatures, +1 or
enamored with a new person every day.
better magical weapons, spells, spell-like effects, or supernatural
The desires created by this font can be overpowering, becoming effects) after the passage of one year’s time. Upon becoming
the possessor’s sole purpose in life. However, because the incorporeal, the possessor is no longer able to handle the font,
possessor also loses 5 points of charisma (temporarily while and it will be ready for another owner.
possessing it), the affections they seek are rarely returned. The
FONT OF JEALOUSY (fine red wine): A tall, silver grail with a ghostly
beneficial powers of this font are that it acts as a ring of warmth,
woman coiling around it, across which Naarheit breathed thoughts
and grants a continuous mind blank spell upon its possessor. Once
of his desires for Imbrisius, the font affects both the possessor and
the possessor has become enamored with 3 persons, there is a
those that drink from it. Anyone possessing this grail will instantly
50% chance each day that they will lose interest in the font and
have their strongest jealousy heightened to an overpowering level.
abandon it.
They seek to obtain any object or station of which they are jealous,
FONT OF LONGING (cool water): This sand-colored glass is or to eliminate anyone of whom they are jealous. Actions taken to
emblazoned with a thirsty man; Naarheit cursed it with images achieve these goals vary from possessor to possessor, ranging from
of his parched freedom. It causes an insatiable longing in the outright, instantaneous combat to carefully devised plans that take
possessor for their heart’s desire. Each player character is unique, years to succeed. If and when the possessor satisfies their jealously,
and the CK must take the time to determine what that character’s the sorcery of the font is broken. The font then finds itself another
desires are. They can be desire for gold, peace, glory, a magical victim. Those who drink from the font become jealous of its
blade, a consort; in short, anything. The CK should play up the possessor, and they seek to obtain possession of the font through
effect upon the possessor to the extreme; the desire drives them, either direct or indirect means. Anyone possessing the font gains
such that they would change the course of their life. Two side heals much faster than normal, 5 hp per day.
effects are that the possessor becomes constantly thirsty. Each time
FONT OF MADNESS (good ale): A broad, golden grail decorated
a new person takes possession of the font, they find the truncheon of
by indecipherable runes into which Naarheit laid a mirror of his
longing resting at the bottom of the glass. Because of the nature of
madness. Any person possessing this font succumbs to a disease;
the font, the possessor will not easily part with this treasure.
the disease is incurable so long as they maintain possession of the
FONT OF SORROW (whiskey): This pewter cup bears the visage font. After one week, the possessor becomes diseased with cackle
of an old man on one side, and a mother with dead child on the fever, and over 24 hours they suffer the loss of 1d6 points of their
other; the font holds the memories of Naarheit’s many misdeeds, wisdom; the loss of their wisdom clouds any suspicion that the
for though they caused him no sorrow, others suffered terribly. cup might be the source of their suffering (with one exception).
It has two triangular handles. The possessor of this cup labors After one month, the shakes set in, crippling their dexterity
under a constant melancholy, sorrowful over past deeds, loved (minus 1d8 points). After three months, mindfire strikes, and
ones lost, or failures. The initial sorrow sets in after possessing they lose 1d4 points of intelligence. If the possessor is still alive
the cup for one week, and in one month’s time, the possessor after six months time, they become schizophrenic.

158 CASTLES & CRUSADES


TREASURE
Absent a powerful spell on the level of a wish, the madness of of the character’s background). The possessor lives out his
the font is incurable. However, after possessing the font for one life attempting to destroy the persons he hates. The possessor
week, the possessor may roll a constitution save (CL 18). Success gains the scent ability, useful only against the scent of the hated
indicates that the possessor is aware of his predicament and may persons. After possessing the font for one day, the truncheon of
freely pass on the font to another person for one day’s time. hate appears in the possessor’s belongings.
When the font passes to another person, the former possessor
suffers a permanent loss of 2 points of intelligence and requires FONT OF PRIDE (brandy): This narrow chalice made of unearthly,
one week of bed rest. greenish steel holds little liquid, and into it, Naarheit lay pieces of
his mind and his own devices; and this font, of them all, possesses
FONT OF VANITY (water): This font is like a cube, only open its own intelligence. Unsatisfied with allowing just anyone to
on the drinking end, and into it Naarheit set forth thoughts of grasp it, the font of pride seeks out those who have accomplished
his beauty. Each face is a mirror, and the whole is held together great things. Its favorite targets are the humble.
with platinum workings. Any person possessing this font for
more than one day permanently gains 2 points of charisma and The chalice subtly affects it possessor. It slowly causes pride
becomes consumed with their appearance. They will spend one to well up in the possessor, pride over his great life’s deeds. In
year fulfilling this addiction to its extreme; at which time, the time, typically over the course of months, this pride becomes
font will lose itself from its possessor and find another victim. arrogance. The possessor’s self-importance grows daily and
Upon losing the font, the former possessor ages 10 years. becomes so strong that even friends and family begin to turn
against them or avoid their company. In this way, the font erodes
FONT OF THE LOST (dry white wine): This font looks like an reputations and lives. The font has no other powers.
old wooden cup with iron bands; it leaks its contents slowly,
for Naarheit made the wood parched. Its possessor slowly loses
purpose, becomes muddled in thought and action. The possessor, G
however, always offers a drink from the font to most everyone
they come into contact with. GARNER’S RESTFUL COT
The possessor of this font has no desire to rid themselves of it. Much as with the hammock, Garner’s Restful Cot was crafted
Indeed, the truncheon of the lost always remains with this font and to allow the halflings of the Kellerwald to find rest even during
the possessor uses it to defend the font. A wish or similar spell difficult times. The cot however, proved bulky and not as useful.
cast upon them breaks the font’s hold. Though it doubles the sleep time, converting one hour into two,
and two into four, etc., it also wards away insects and modifies
After possessing this cup for one day, the possessor becomes the temperature up or down 20 degrees, the cot casts a deep sleep
fatigued (cannot run or charge; suffers an effective penalty of -2 on the user. Anyone lying in the cot must be violently shaken
to strength and dexterity; becomes exhausted by doing something to rouse them from their sleep, and even then, they are groggy,
else that would not normally cause fatigue). The possessor remains suffering a -1 on all checks and attack rolls they may have to
in this weary state so as long as they own the font. make. It does double the normal rate of healing. It is very bulky
as well, with an EV of 3.
FONT OF THE ABANDONED (possessor’s choice): A battered cup
of copper, this font carries memories of Naarheit’s lost battles and Ex: 100 Value: 1000gp
his ruined wealth; it possesses sadness with it. Its possessor feels
as if they are alone in the world, no matter their station, number GARNER’S RESTFUL HAMMOCK
of allies and friends, family, or quest. They go about their way The halflings of the Kellervald manufacture these hammocks.
unaffected except for a deep emptiness that is always present. First designed during the Winter Dark Wars, they proved useful
tools to protect the user, allowing them to get rest even in very
As with any treasure, the possessor does not gladly part with
dangerous circumstances. Use of the hammock allows the user to
the font, but they may do so freely if they make a successful
rest as if in a comfortable, safe environment. It doubles normal
constitution save (CL 18). If they do part with the font, however,
sleep time. Anyone who sleeps for one hour in the hammock
they meet their death in one day’s time, be it natural or violent.
seems as if they have slept for two; this is particularly helpful for
Powerful divinations or other sorceries reveal this fate, even to
spellcasters. A full night’s rest in the hammock doubles the natural
the possessor. Thus, most possessors walk the world unfulfilled,
healing rate. Insects, weather, or other common disturbances do
knowing that the only cure lies in death.
not disturb the sleeper. The hammock is camouflaged (sight and
The possessor of this font gains twilight vision at 90 feet range, smell) and protected from the elements, though it provides no
+1 to all ability scores, and +1 to all saving throws. specific protection from intelligent creatures or animals which
see through the camouflage. Sleep is very light and the sleeper
FONT OF HATE (fine red wine): This font is a square cup of receives warning in his dreams of any intruders or threats.
wood with no adornment; Naarheit set a great store of his hatred garner’s restful hammock packs away into a cube only a few inches
into this cup. It fills its possessor with hate for a race, guild, wide, it has no encumbrance.
order, or group (randomly determined or a logical extension Ex: 150 Value: 1500gp
MONSTERS & TREASURES OF AIHRDE 159
TREASURE
GLOVES OF TRUE NORTH THE GONFALON
These enchanted gloves, as the name implies, enable the wearer to When Robert Luther ruled as King of Kayomar, he was much
determine the direction they are traveling in and the orientation beloved and honored by his folk. They looked upon him, and their
toward north three times per day. In addition, the gloves convey hearts strengthened and their minds set against the many evils that
a +1 to initiative, lessening the chance of being surprised in an arose out of the east. When he died and the Horned God threw
encounter. They can be any type of glove or gauntlet. down the kingdom, the King’s folk scattered to the wilds, hiding
Ex: 400 Value: 500gp themselves in secret in many diverse and forgotten places. They
lay in fear of the world, suffering from war and the depredations
of the enemy. For many years, their fear devoured them, and they
GOLDEN QUILL
knew no safe harbor. But some remembered still the lordly might of
Legend and folklore obscure the origins of this device. The their king, and they hearkened to his memory. In the old families,
most probable story, however, involved the ambitions of a young there were still those that possessed the powers of sorcery, and
apprentice artificer whose long labor went unappreciated. He they knew some small bits of the Language of Creation. These
felt that others took his duties for granted for so long that he crossed over to the Stone Fields, that plane of memory where
decided to begin a new project . . . a work that would surely bring the noble dead linger before oblivion’s halls consume them. Here,
to him the recognition he so craved. Long hours he worked, they bound memories of the deeds of their king and all his kin in
slaving with the tools of his trade, enduring derision, and scorn cloth of gold and silver and brought it back to Airhde. They wove
by those who thought that his long labor would ultimately be standards which bore the emblems of the lords of
of no benefit. The apprentice took beauty and made it old, and these they used to gather their folk
all the more beautiful. He shaped and he sculpted his into small bands and armies which fought
magic, letting it flow and weave. He used all of the Long Struggle against the power that
his essence to give artistic birth to this one lay in Aufstrag. There were many standards
fantastic creation. At long last, he found made, though most have been lost, buried in
his way, and a labor born of patient and the detritus of war.
powerful love took form.
The standards vary in shape and size.
The young craftsman was never seen again Some consist of long, thin cloths; others
after his great work was finished. His peers are thicker of double weaves of cotton; others
found, lying on the work bench where still are silk and light in the breeze; but all
the apprentice often rested, a gleaming are borne atop a crosspiece on a staff
gold feather taken from the tail of a or pole. All are strikingly colorful,
phoenix. Many say that the artificer put laced with gold and silver threads.
so very much effort into his creation that Men call these standards the Gonfalon,
he simply faded from being. For those who though each has its own name. Only
knew him, such tales bring a smile to the mouth and a 18 survived the wars, or so the old tales
wink to the eye. relate.
Through time and study, it has been discovered that the quill can The power of the Gonfalon lies in the inspiration it gives even
render truth in either literary or visual form. The feather, when normal men. All who fight beneath the standard see themselves
guided by the hands of a true artist, will bring forth the clear as able and noble men of arms. Though commoners, they act as
and honest image of their subject. As an additional function, 1st level fighters in all respects. All others who follow the standard
the wielder then can make the end result manifest into actuality. gain a +1 to their AC and a +1 to attack roles. Any army fighting
What this means can vary according to the situation. beneath the Gonfalon gains a +2 to its morale roles. Furthermore,
they cannot, so long as the standard is visible, suffer from any fear,
The quill imparts the ability to anyone who masters it to create save that delivered by very powerful sorcery or ancient dragons.
minor and major images as per the illusionist spells. The quill casts as
an 18th level caster and any attempting to disbelieve must make their Ex: 7000 Value: 25,000gp
save at a CL 18. The wielder can create anything that they imagine.
Mastering the quill requires a successful legend lore check (CL 18). GORGORTHORIUM
The minions of Naarheit, enemy of St. Luther, forged this wicked
Hark ye though, a caution is warranted here for those who seek
weapon during the Age of Heroes. They gave the spear to
to bring the truth from abstract to reality. Remember always, that
Luther’s half-demon son, Morgeld, in hopes that the son would
which is true will always seek to destroy that which is false.
slay the father. Morgeld wielded the weapon to bloody effect, but
Ex: Artifact Value: Artifact never against his father.

This long spear has a wide blade surrounded by four smaller


blades, jutting outward and upward. The blades are iergild gold,

160 CASTLES & CRUSADES


TREASURE
and the shaft of the spear is dragon bone. The blade burned so themselves to the earth; forever about their feet
hot that only the ice of the Great Salt Flat cooled it. flowers grow. Whether the flowers are
atonement for past deeds or memories of an
The spear is a +5 magical weapon. Once per day, the wielder can ancient flora that walked the world in the Days
call forth a dragon’s fear and inflict it upon his enemies. Creatures before Days, few can say. These beautiful violet
within a 30-foot radius of the spear are subject to the effect if flowers are the only things of color that grow in
they have fewer HD than the wielder, CL 10 + 1/2 wielder’s HD or around the trees. They are short, only three
+ wielder’s charisma modifier. A potentially affected creature or four inches high, and grow in thick patches.
that succeeds a constitution save remains immune to the dragon The flowers only grow at the roots of these
fear for one day. Failure has the following effects: creatures with strange trees.
4 or fewer HD become panicked for 4d6 rounds, and those of 5
or greater HD become shaken for 4d6 rounds, suffering a -2 to Gathering these flowers together, mashing
initiative, to hit rolls, and all attribute checks. them into to a pulp, and watering the pulp
creates a healing salve. The salve, when
The wielder can fly (no time limit) at will, and may teleport without administered to wounds, heals 1d4 points
error three times per day. The spear is also a weapon of distance, of damage.
having twice the range of a normal spear. The wielder can create Ex: 100 Value: 75gp (per application)
darkness (10-ft. radius) three times per day upon command.

The spear has a special returning power. Similar to a returning GOURD OF AMENUT, GOURD OF THE

weapon, the spear will return to a creature that throws it. It FROG OF GOD
returns, however, by using its teleportation power upon the Craftsmen carve these gourds from cypress
command of the wielder. Commanding the spear to return uses “knees,” those roots that rise above the
one of the three teleports that can be used each day. swampy waters where the cypress grows.
They cast them with resin of clay and cook them in open flames.
The spear also contains animation and summoning powers. Three
Spells cast upon them draw forth the natural magic of wood, water,
times per week, the bearer of the spear can animate dead. Once per
earth, and fire enchanting the gourd with magical qualities. These
month, the wielder can summon a medium-sized demon.
magic items are blessed and have a variety of powers as seen in the
Ex: Artifact Value: Artifact short list below. Each gourd can have only one power. The Castle
Keeper should push the boundary of what powers each gourd may
GOSSAMER OF THE UNK WYRM possess and not limit the magic to the list below. A cautionary
These creatures have particularly thick folds of skin, consisting note: the gourds are not all powerful; they are common and their
of many layers of tissue and scales. By de-scaling the skin and magical qualities should be equivalent to 3rd-level spells.
carefully separating it into its component parts, the craftsmen
can remove a thin layer of tissue that lies underneath the 1 Heal 2d8 hit points once per day
skin. This tissue is what allows the dragon to regulate its body 2 Cure diseases once per day
temperature, enabling it to exist in the harshest of environments.
3 Cure blindness once per day
This is the gossamer of the unk wyrm. Skilled craftsmen can cut
it into any variety of shapes and sizes; shirts, breeches, cloaks, 4 Increase drinker’s attributes by 1 point, once per day
even gloves can be fashioned from the material, but the material 5 Bless anyone sprinkled with the water for 1 turn
is translucent. 6 Protection from magic as spell, three times a week
Clothes made from this material possess a permanent endure
IN AIHRDE
elements spell on them. The article of clothing acts as the spell in
all respects. Note that small items, such as gloves, only impart the In the days when the dwarves were yet young and the humans
spell like effects to the hands. The gossamer is very expensive, a just began to branch out through the world, men worshiped the
human sized cloak generally costing 150gp. Og-Aust, the Old Gods. They were primitive, having hardly
mastered metallurgy of even the most basic kind. They were
Ex: 250 Value: Varies
skilled in stone and woodworking however, and these cups were
some of their most prized possessions. Once common, men now
GOTTLAND DELPHINIUM (TREE TEARS) find them in treasure hordes and place great store by them for
The Gottland Delphinium grows amidst the roots of the Gottland their ever-lasting magical properties.
Trees. As is known, troll lords do not die of old age, but rather
Ex: 350 Value: 750gp
they become so weighted down by their own evil they grow roots
into the ground and there they live out their days as trees both
twisted and foul. Some believe that trolls are really sentients,
those great trees that wandered Aihrde at the worlds early dawn.
Whatever the case, the gottland trees’ roots pass some magic of

MONSTERS & TREASURES OF AIHRDE 161


TREASURE
GRAIL OF JAREN
“Jaren One Hand is crucified above the high gates of Aufstrag. His
H
blood flows from wounds on his hands and feet, and pools upon the
ground at the gate’s opening. Unbeknownst to him, a supplicant of HAMMER, SMITHING
the old ways, Andulf, comes with a cup. Hidden from the eyes of the This hammer imparts the ability to its owner to be a competent
Dark, he fills the cup with the blood of Jaren and it becomes a Holy smith. The smith must wear this hammer at all times in order
Vessel of Peace, of Power, and Holiness. Into it, the hopes of the World to use the magical ability. Possession of the hammer allows one
are poured.” - Excerpt from Book of the Millennial Darkness as all the skills of a layman smith. They can operate a forge and
compiled by Bernard of Oix. construct light weapons, armor and shields; they can also craft
mundane items such as horseshoes, nails, post brackets and the
Andulf, a monk in the service of Toth, and a servant of Master
like. In battle, it confers no combat bonuses and does 1d4 points
Jaren, did not witness his master’s fall in the Halls of King Robert
of damage. It is very valuable due to its worth to smithies.
Luther. When the final battle came, Andulf was caught in the
mountains making meditation. He could not, in the final years, Ex: 250 Value: 1500gp
make his way through the armies of Unklar to fight at his master’s
side. So he waited. There, he had a dream of a woman riding a HARG & HYLDE
unicorn, and she bade him travel to distant Aufstrag and await ‘Tis said that the gods Harg and Hylde are the children of the god
his master’s coming. Then, he took from his body what he could, Mimir and the goddess Freya. Beneath the branches of Yggdrasill,
and kept it safe from the harm of the world. And so he did. For when the world was young, those two loved one another, and
seventeen years he waited on the outskirts of the city, living as a Freya gave birth to the twins, Harg and Hylde. This was before
beggar. At last, he saw his master brought forth, and during much Mimir lost his head to the vengeance of the Vanir, and before he
tribulation, Jaren was crucified to the wall above the gate. The drank from the cup of wisdom that forever after allowed him to
high monk did not cry in pain, but his mind failed him, and he know that which was forbidden to both men and gods. When
drifted on seas of agony. His blood spilt freely upon the ground, their father died, Harg and Hylde set about avenging him, and
and a great horde of evil folk gathered and bathed in the elixir swore to unmake Vanaheim and start the wars anew. Their mother
of his pain. Amidst this chaos none saw the small, thin beggar uncovered the plots, however, and she made a pact with the giant
approach with a mud-covered cup, which was in truth a grail of Hrunganir to bind them in sorceries that could keep them from
platinum and gold; he filled it with the blood of his master. their sworn task. Hrunganir invited the warrior sons of Mimir to
The grail took on a holy aspect, for Jaren was held as a saint in the his deep halls with promises of weapons to destroy Vanaheim. Harg
ethos of the old gods and Andulf fled with it to the east to keep and Hylde came to Hrunganir’s chambers, and the giant drugged
it safe and to worship it as the last manifestation of Jaren upon them, and in turn, bound them in two great hammers.
Airhde. The grail never emptied of its liquid, and it served Andulf Freya took the hammers, her children, to Asgard. But Loki stole
as a vessel of healing. A few drops from the grail and it cured a
them from her and brought them to the world of humankind,
man’s wounds, and his disease abated. Eventually, Andulf built a
hoping to unmake them and gain the loyalty of the twins. He was
shrine to the grail upon an isle off the coast of the lands of Aenoch,
undone when Thor found him upon the heights of Klarnacht
and placed the cup upon a high place. A fierce, warlike people
Mountain. Great and thunderous, the battle raged between the
inhabited the rocky island; they paid homage to distant spirits, the
storm god and the trickster; but in the end, Thor smote Loki
Og Aust. They treated Andulf as one of these spirits and worshiped
such a blow that he dropped Harg and Hylde into the world, and
him and the grail. Thus, the worship of Jaren Falkynjager began,
they were lost in the deeps. Legend holds the eldritch goblins
and the Grail became a holy item.
found them and took them to their dread king.
While worship of the grail and Jaren flourished on Iberia, another
cult sprang up in Aufstrag. The Cult of the Hanging God looked
ever skyward upon their master hanging upon the gates of
Aufstrag. And legend grew of a holy grail located on the distant
shores of lost lands. That was a thousand years ago, so memory
and sources fail.

The grail is an exquisitely worked grail of platinum and gold,


perhaps encrusted in mud.

A few drops of blood from the grail acts as a heal spell upon good
and neutral creatures. A creature may only receive this blessing
once per day. Legend holds the grail had many other divine
powers, as well (as determined by the CK to fit his campaign).
Will: 21, 3 lesser and 1 greater power
Ex: Artifact Value: Artifact
162 CASTLES & CRUSADES
TREASURE
The heads of these massive warhammers are made of some SPECIAL PURPOSE: When used against mogrl or any creature created
unearthly blue-steel metal, while their handles are iergild gold upon Unklar’s forge, the axe grants a +2 luck bonus to all saving
wrapped in a leather-like substance crafted from skin shed from throws, a +2 AC bonus, and an SR of 7.
Jormungand, the Midgard Serpent. The emblazoned faces of Harg Ex: 10,000 Value: 128,000gp
and Hylde decorate the sides of each hammer’s head. When the
hammers are used against enemies, mortal or divine, they howl
HOLY FLAME
and moan, longing to go to Vanaheim to destroy the Vanir who
dealt so cruelly with their father. The most sacred item of the paladin order Holy Defenders of the
Flame, the Holy Flame resides in the Paladin’s Grove in Kayomar.
These +5 hammers are unbreakable and do not shed light. Legend holds that this flame is the last spark of the All Father’s
When employed in combat, they take on a life of their own, Language of Creation, and thus, is far more powerful than any
seemingly guiding their wielder’s blows. When used in tandem other force in the world of Aihrde. It is good personified.
(two-weapon fighting), the hammers reduce the primary hand
penalty and the off-hand penalty by three, not including their This blue-white flame dances upon silvery water within a broad,
normal +5 bonus to attack rolls. shallow dish of platinum and gold. The water possesses divine
healing powers, but only affects good-aligned beings. Any good
The hammers deal bonus damage upon striking a successful creature that drinks of the water is cured by the following spells,
critical hit. Harg deals a flaming burst when a roll of a 20 occurs, all to their maximum effect: atonement, heal, dispel magic (roll as
causing +2d10 points of bonus fire damage. Hylde deals an icy 20th level), restoration, neutralize poison, and regenerate. The water
burst when a roll of a 20 occurs, causing +2d10 points of bonus of the cup can resurrect the fallen if the water is poured upon the
cold damage. In both cases, the fire and frost do not harm the remains of a good being (no other components needed).
wielder’s hands. The hammers do not otherwise act as flaming
or frost weapons to any extent. A n y evil being that drinks from the water is cursed by an
unquenchable thirst. The being must drink twice
The will of the imprisoned twins also transfers to as much water as is normal each day. Breaking
their wielder. They provide a +2 bonus to the curse is within the CK’s discretion, but
all constitution saves and a spell resistance the cure should be on the magnitude of a
of 6 against all charm and sleep type spells. greater quest.
Will: 18
The Holy Flame also acts as an instrument
Ex: 12,000 Value: 120,000gp of judgment and atonement. Those seeking
true atonement will be judged by the Flame
HAVOC based upon their life’s work or potential,
This mighty dwarven war axe is an artifact their discipline to their convictions, or
of the Winter Dark wars. King Dolgan secretly simply their capacity for goodness. The CK
fashioned the weapon during his bondage as maintains complete discretion in such matters.
the Smith of Aufstrag. Elvish legend holds that during the Those that drink from it with ulterior motives
deep of Unklar’s winter, the last of the great unicorns, the Mare, should suffer accordingly.
quested to find Dolgan. In her dying breath, she bade the dwarf
to forge a weapon to bring freedom back to the world and to use HOLY ICON
her horn as its core. He labored in secret on Unklar’s very forges These holy items are typically given to clerics who perform great
to craft the axe he called Havoc. Dolgan wielded the fell axe to service to their church or order. They appear as small holy symbols
wicked effect throughout the wars of the Winter Dark, for he on a chain or leather necklace or upon a decorated and inlaid
bound his loathing for Unklar into the axe, imbuing it with great brooch or ring. These icons grant a +1 to all wisdom checks.
magic to combat the mogrl of Unklar and other foes crafted upon
Ex: 500 Value: 2,000gp
the Horned God’s forges. Some say that the King lost his axe in
the far north in combat with one of the elder mogrl. The elves
of the Eldwood, however, maintain that Dolgan unmade the axe HORN OF BREAKING
and thus returned the unicorns to the world. This horn of old was fashioned by the goblin smiths during the
Goblin-Dwarf wars. Unklar’s trusted goblin servant, Erix, bore
This mighty weapon is an iergild steel, double-bladed dwarven war it for years. Crafted from the horn of a rock hound, inlaid with
axe. The haft is made of a 3-ft. long unicorn horn. silver and hung upon a strap of iergild metal, the horn itself is a
work of beauty.
The axe acts as a +4 defending weapon with the following
additional powers that are constantly in effect: the wielder When directed toward an item and sounded, the blast from the
cannot be flanked, immunity to disease, immunity to sleep and horn can shatter any item, magical or not. So powerful is the horn
sleep effects, and empathy (50 ft. range). Also, twice per day, the that only items with a +3 or better enchantment can save. A
wielder can cast dimension door. failed physical save (CL 20) automatically inflicts enough damage
MONSTERS & TREASURES OF AIHRDE 163
TREASURE
to render the item useless, including artifacts! The horn has no horn three times summons Utumno’s sea-craft, the “Dream Horn”
effect if sounded against creatures. enabling the wielder to travel upon the Sea of Dreams.
Ex: 5000 Value: 60,000gp The horn of sounding is a silver-coated ram’s horn, eighteen
inches in length, wrapped in platinum-laced iron bands, with a
HORN OF ETHRUM leather strap attached to either end.
These are rare but wonderful horns crafted by the smiths of the
The dark faeries hound the blower in his sleep and haunt his
ancient Ethrum Kings. Crafted from the tusk of the lauk, they
waking until the recipient’s endurance is overcome; at which
are ashen white. Huge at the bowl yet narrow at the mouth,
point he goes mad. He loses one point of Endurance a day.
where gold or silver, coiled in an intricate design, binds them.
Endurance is figured by adding constitution and wisdom.
Glyphs of men riding horses often round them. These men ride
with horns to their lips, as if sounding a battle charge. The end Ex: 10,000 Value: 100,000gp
of the horn is carefully shaped and it is coated in gold or silver. A
leather strand hangs upon it; the strand is long, giving the wearer
plenty of room to bear it upon their backs during battle. I
For, indeed, a Horn of Ethrum’s sole purpose is to inspire men IERGILD METAL
in battle. When sounded, the weight of its blast carries across
far fields, disconcerting foes and heartening friends. Any foe In long ago days, while making the dwarves, the All Father
that hears a note sounded upon the horn falls and suffers an shattered his hammer upon the brow of their first king. The
immediate -2 to all combat rolls, including damage. Allies feel shards of his hammer fell to earth as rain. These shards possessed
emboldened and inspired, gaining a +2 to all combat rolls, magical qualities that the skilled took advantage of, crafting
including damage. They cannot be affected by a fear spell unless many a magical item. The metal is precious, magical, and rare.
cast by a very powerful wizard or the pall of an elder wyrm.
There are three varieties: iergild gold, iergild silver, and iergild steel.
The effects of the blast last 10 full rounds. The horn cannot be
sounded to such an effect again for 1 day. The following bonuses are conferred to weapons and other objects
Ex: 1500 Value: 12,000gp constructed from this metal: iergild gold +5, iergild silver +4, and
iergild steel +3. The hardness and hit points of each are:
HORN OF THE HALFLING
Iergild gold has a hardness of 30 and 50 hit points per inch of
During the Winter Dark, when the Lords of Aufstrag hunted the thickness.
halflings for sport, the halflings crafted many items to aid them
Iergild silver has a hardness of 20 and 40 hit points per inch
in their escape. Often their troubles drove them from each other
of thickness.
and they became widely separated. They crafted special horns
that aided them in calling to one another. These horns are usually Iergild steel has a hardness of 15 and 30 hit points per inch
simple affairs of laced wood or antelope or ram horns. of thickness.
A 1 pound block of the metal is valued in gold pieces as follows:
The horn is almost silent, creating only a small winding noise
gold 25,000; silver 16,000; and steel 9,000.
when it is blown. When it is blown for four full melee rounds,

K
it sends a message to the nearest comrade or friend. This works
the same as the 4th-level cleric spell, sending, though the casting
time is immediate.
Ex: 700 KRUMMELVOLE
Value: 4000gp In DY 898, Dolgan, son of Hirn, slave of Mithgefuhl, crafted the
Crown of Sorrow, the Krummelvole, for his Dark Master Unklar.
HORN OF The mage Kraxel recorded King Dolgan’s remembrance of the
SOUNDING crown’s making during a visit to Grundliche Hohle during one
of the king’s more talkative moods . . . “Upon a high day in my
This horn summons the god
400th year of life and the 357th of captivity, that Horned Dog
Utumno, the son of Daladon
summoned me to his throne and bade me craft him an iron
Lothian and Wenafar, the Faerie
crown, adorned with the greatest jewels of the world. So I left
Queen. Daladon forged the horn
away to the dark regions beneath Mitgefuhl, the pits, named
to call to his son on the Sea of
Klarglich, the “Pit of Woe,” and I bade all leave until the task
Dreams. Blowing it once summons
was done. So great in the councils of the Dark had I grown that
Utumno’s Knightmares (see Dream
the hosts of Darkness followed my bidding.
Warriors), dark faeries who bear dark
dreams to mortals. Blowing the horn twice “And there in the dark solitude, I bent iron and shaped the great
will drive off the Knightmares. Blowing the crown to hold the jewels of Unklar’s desire. I crafted the shape
164 CASTLES & CRUSADES
TREASURE
with magic held in the deeps and released by the might of the Using this power, however, is very dangerous. The beauty of
Dark God. For twelve days I labored, until my brow was the interlocking dimensions of the planes is such that
weighted and frowned. But at last the task was they can mesmerize and capture the weak of
finished, and I held up my greatest creation. will, potentially leading them to madness. If
And I loved it and desired it, for it was made one cannot control the “walking,” then the
of the stuff of the earth, and that altogether journey itself overcomes them, and they may
separate from Unklar’s black soul. I called it be lost forever. Spirit and mind become bound
the Krummervoll in the ancient tongue of the to the planes, and the mortal body is left a
dwarves, the Crown of Sorrow.” gibbering madness. Each time the possessor
attempts the “walking,” the journey batters their
The Crown is fashioned of iron and its brow bears 16 mind with the psychic gales of the planes. The
stones of incomparable value. Fifteen ioun stones sit in possessor must immediately make a constitution save (CL
the crown’s band. Riding above them all, upon the ridge of the 35). A failed save results in any number of catastrophic ailments
crown, is the Heart of Darkness, a star ruby almost 6 inches in at the CK’s discretion (such as insanity), including lowering
height. intelligence, wisdom, and Charisma.
The powers of the crown originate within the ioun stones and the Ex: Artifact Value: Artifact
Heart of Darkness.

Unlike the ioun stones detailed in the Monsters & Treasure, the
ioun stones residing in this crown cannot be destroyed and never
L
burn out. Their powers are: LIAL ARROWS
Designed for a longbow or long composite bow, these arrows are
COLOR POWER weapons of the dragon hunters. These magical arrows average 4
Dusty rose +1 deflection bonus to AC feet in length and possess perfect balance. The points are very thin
Clear Sustains creature without food or water and capped with a drop of iergild shaped into an extraordinarily
Pale blue +2 enhancement bonus to Strength sharp point, and are dipped in the gas glands of a lial beast. After
Scarlet and blue +2 enhancement bonus to Intelligence
these secretions harden upon the point, the smith sharpens the
point again. The point’s edge is such that it can split the thick
Incandescent blue +2 enhancement bonus to Wisdom
hides of dragons, and the arrow’s length carries the bolt deep into
Deep red +2 enhancement bonus to Dexterity the creature’s guts. They work well against most large creatures,
Pale red +2 enhancement bonus to Constitution gaining a +1 to hit against all normal creatures. Against dragons,
Scarlet and green +2 enhancement bonus to Charisma dinosaurs, and the like, they gain a +3 to hit. They do not gain
Dark blue +2 to surprise any extra damage.
Vibrant purple Stores six levels of spells Ex: 750 (apiece) Value: 2000gp
Iridescent Sustains creature without air
Pale green +1 to attack rolls, saves, and checks LINKS OF ARMOR
Pearly white Regenerate 1 point of damage/hour These magical links allow the possessor to transform their armor
Pale orange Absorb 24 levels of spells up to 4th level into quasi-magic armor. By taking the appropriate magical link and
replacing one link in mundane armor, it grants the armor a +1 to
Milky white Absorb 24 levels of spells up to 8th level
AC. There are scale, ring, and chain links. The armor weighs the
THE HEART OF DARKNESS grants the following powers: Animate same, and it does not suffer the rigors of normal armor.
object upon command three times per day (command word is Ex: 350 Value: 500gp (apiece)
Munterkeit) and flesh to stone upon command three times per
day (command word is Fliesch zu Stein). LUCKY WHETSTONE
Unklar imbued the crown with the power to see into the Void This is a typical looking whetstone. It grants the possessor a +1
and all throughout the Maelstrom; he did so without Dolgan’s to all saving throws.
knowledge. When viewing this, the wearer of the crown casts Ex: 250 Value: 750
his mind into the planes and “walks there,” seeing as if actually
there. He can locate objects and creatures (unless they are
magically hidden, whereupon then it acts the same as a crystal
ball), and can commune with them if he chooses. A wearer
possessing a combined intelligence and wisdom of 40 or greater
can launch a psychic attack on the mind of a creature located
while “walking.” This attack combines the effects as cause fear,
hold person, and nightmare (dream).

MONSTERS & TREASURES OF AIHRDE 165


TREASURE

M The wearer of the mantle cannot be surprised, and they gain the
following: Spell Resistance 10, Armor Class 18 (cannot be used
with any other form of magical defense, other than a defender
MAMMOTH SCROLLS sword), and +2 on all saving throws.

The Mammoth Scrolls recount the history of the world from its The Mantle bears special properties which allow the wearer to see
beginning as known to the Dwarven All Fathers of Gorthoraug.* into the hearts of men. When the wearer makes a concentrated
There are multiple thousands of these scrolls written on a variety effort to hear a “Confession,” these spell-like abilities operate
of types of paper, but all rolled up in scroll cases and stored in a simultaneously (cast as 20th level cleric): 0 -detect chaos/evil/law/
series of shelves within a temple complex constructed into the good, detect magic, detect poison; 1st-cause fear, command, remove fear,
ruins atop Mount Austrien at Gorthoraug. Few have seen them, sanctuary; 2nd-augury; 3rd-remove curse, remove disease; 4th-discern lie,
for Gorthoruag was ancient even when the scrolls were written, dismissal, sending, tongues; 5th-dispel chaos/evil/law/good, atonement,
and the kingdom itself has vanished,. All ruins of its outward commune (with recipient); 6th-banishment, geas/quest; 7th-holy word,
posts remain; few, if any, have found the ruins of Mount Austrien, repulsion; 8th-holy aura; 9th-soul bind.
where the bones of that realm and all her glory lie. Ex: 15,000 Value: 225,000gp
The scrolls possess knowledge of the All Father, the coming of
the Trees, the Dragon Inzae, the Void, and all the early creations. MOGRL’S SALT (WINTER’S FLAKES)
It recounts the wars of darkness between the powers of the Void, The mogrl possessed powers beyond the keen of other mortal men.
all the struggles of the dwarves in the early days, the coming They loved war most of all, and they loved the pain of suffering war
of the goblins, and much more. Magic too, the Language of brought. For this reason, they crafted many items of fell purpose.
Creation, spells, and knowledge to fabricate items all lie within One of the least of these, the Winter’s Flakes, served their purposes
these scrolls. Much of the knowledge of the ancient world lies with great effect. They took up handfuls of small stones and cast
bound within the wooden rolls. their breath over them. Imbued with the magic of the Horned
God, their breath remade the stones, casting them with a white
The knowledge one gains from reading these scrolls is limitless. pall, and filling them with the cold ire of their being.
A character who spends 1 full year studying the scrolls gains
4 points of wisdom. Three further years of study increase the The pellets resemble small sling stone bullets. They are long and
reader’s intelligence by 4 points. tapered at both ends. They are a bluish white in color and very
heavy. When cast or shot, they leave a trail which resembles
*Note that a Dwarven All Father is different from a Dwarven a white streamer through the air. There are usually 2-8 of the
King or even the All Father himself. Dwarven All Fathers are pellets in a bag.
sages; historians, wizards, clerics, and others who keep and advise
a realm’s Kingdom. In ancient times, they always kept a Rune The pellets make perfect sling stones, but can as easily be hurled
Drake at hand. or even laid upon the ground as a trap. The pellets strike like ice,
Ex: Artifact Value: Artifact are wickedly cold, and sting the flesh as if frostbit, causing 1d6
points of cold damage. Once unleashed, the pellet is destroyed.

MANTLE OF CONFESSION Ex: 25 per stone Value: 2,500gp (50 Pellets)

St. Luther came into possession of this great cloak at the conclusion
of the Winter Dark Wars when he surrendered Durendale to its next
bearer. The greater Lords of Law granted him the Mantle when he
N
became the Lord of Dreams. He uses the Mantle to better see into the
NECKGUARD OF CHARLES THE CONFESSOR
hearts of mortals and to understand them, what he calls “Confessing.”
But legends relate that the saint, when he retired to the Dreaming, left Long before the Battle of Olensk, Kain the Godless appeared
the Mantle in the world, or one very much like it. in the halls of Grundliche Hohle. Kain, bearer of Omdurman
(see page 167 below), bade the dwarven king to send forth a
The cloak itself is a fur-lined piece made of heavy wool that hangs champion or face him. Dolgan, not knowing Kain or his blade,
to the floor. The Mantle allows the wearer to see with keen vision, made to take up Havoc and strike down the interloper. But the
seeing clearly for many miles. The wearer gains darkvision with Confessor Knight, Charles, knew that battle with Kain meant
a 120-foot range. The wearer can also see invisible, displaced, certain death. He requested that the king name him champion.
and out of phase creatures and objects at a 240-foot range (or The king, feeling the righteousness of Luther emanating from the
120-foot if darkvision is needed). This includes seeing those knight, agreed.
affected by invisibility potions and rings, dust of disappearance, a
robe of blending, or a similar magical item. It reveals camouflaged Hence, Dolgan forged this magical neckguard so that Charles
or hidden things as well. It cannot see astral and ethereal objects, could fight Kain without fear of being beheaded. Charles refused
nor does the Mantle increase the chance to find secret doors. the gift, claiming that his paladin’s “honor” forbade him to wear
Only lawful creatures may use it. it. The result was predictable, and Charles’s tomb stands now at

166 CASTLES & CRUSADES


TREASURE
the foot of Grundliche Mountain. Dolgan forged several more In order to draw out the poison, the user lays the net flat over
Neckguards in the years following this incident in honor of the a surface (or person), so that it fully adheres to whatever it
knight who sacrificed himself so that the king could live. touches. Once done, the poison releases into the object or
victim. As living tissue cannot sustain direct contact with the
The item is a decorated neckguard made of iergild silver that can Void, those who suffer this are subject to catastrophic damage,
be fitted to a suit of plate mail. This neckguard grants +1 to the suffering 6d10 points of damage and the loss of 2 points from all
AC of the wearer. If a foe wielding a vorpal blade scores a 20 against primary abilities; a successful constitution save CL 20, reduces
the wearer of the neckguard, it does not automatically severe the the damage by half and ability loss by half. However, inanimate
wearer’s head. If the wearer successfully makes a constitution objects can sustain direct contact with the Void, and, therefore,
saving throw (CL 25), the vorpal blade rings off the neckguard hold the poison on their surface. This usage dilutes the poison,
with a mighty reverberation. While the wearer retains his head, though, so a spear point covered in the net of empty is much like
the neckguard is destroyed. If the saving throw is unsuccessful, the a poison spear. If struck, an enemy must make a constitution
wearer is decapitated and the neckguard is destroyed. save (CL 15) or suffer 3d8 points of damage and paralysis for
Ex: 9,500 Value: 60,000gp 2d4 rounds; a successful save reduces the damage to 2d6 and no
paralysis.
NETS OF THE EMPTY Ex: Artifact Value: Very Rare
In the Days before Days, before the Wall of Worlds guarded Aihrde from
the Void, many creatures both great and small crossed over to the world NOXMURUS, “NIGHT OF THE DEAD” (WEAPON)
of the All Father’s making. The trail of these creatures grew cold in the When Unklar came to the world of Aihrde, the greater host of
struggles that shook the world. In time of years, however, the greater god the elves fled the world to the hidden realm of Seven-Rivers,
Thorax the Red Duke wooed the goblins, twisting them in his own dark Shindolay. Only a few possessed so great a love for the lands of
designs. These he taught many things, not the least of which revealed the All Father that they remained. They hated Unklar and fought
were the footprints left over by those creatures of the Void. Indeed, him at every turn. But defeat followed defeat, and their powers
when the creatures passed over into the world, they brought with proved too slight in the face of the Horned God. Their losses
them small pieces of the Great Empty, and these fell into Aihrde like mounted, culminating in the battles for those lands that came
drops of poison. So they lay in silent and hidden places for many long to bare the name The Shelves of the Mist. With frustrated rage,
years until Thorax revealed them to the goblins. He also revealed their thoughts turned ever to their kin who had fled; in their
how they might contain them and bring the power of the Void to the thoughts were visions of all the gathered strength of the elven
struggles with their kin, the dwarves. They spoke the words of power, hosts and the utter defeat of Unklar. Though they did not know
which fell from their twisted lips as nets, into which they harvested it, even those hosts could not have stood against the Horned
the pieces of the Void. The nets became fell and heavy, holding as God in his prime, not even if all his minions were stripped of him.
they did this horrible poison. When war came, the goblins used these But their thoughts did not know reason, only defeat, and in time,
nets to foul purpose. They would lay them atop their weaponry or they turned on their kin, hating them and cursing those who fled
on their missiles, so that when cast, these poisoned drops struck with the fate of the world.
overwhelming force and deadly intent. Many folk went to nothing at
the touch of this poison from the Void. The elf Prince Meltowg Lothian, brother to Daladon, the half-
elven Lord of Darkenfold, was one of these elves. As is told in
The magic resembles very small and tightly woven black nets. the Lay of the Lothian Princes, he forged the sword Noxmurus
The strands are thick, covered in a rough scaly hide, and are very and bound within it the spirit of his rage and hate; this raging
sticky. They are not more than six inches in diameter. Only one side of spirit took a name, Bodach, which in the Elven tongue means
the net, the sticky side, bears the poison of the Void, so they are usually “darkness.” Meltowg died in the Winter Dark Wars, and his
found rolled up into a tight ball and are relatively safe to handle. brother, Daladon Lothian, took up the blade for a space of years.
Since those days, Daladon has drifted from the halls of the Val-
Tulmiph, and the blade has been lost to history.

Noxmurus is a +5 two-handed claymore whose deep green blade


is unbreakable. Its grip is of black wire wrapped tightly around
an iron base; the pommel is a dark green opal, and the great
cross-guard is speckled black, as if colored with coal dust. The
sword wastes with time or use, for the spirit of the elves lies
within it. It is always sharp, immune to notches and scratches.
Within the blade lurks the corporal manifestation of Meltowg’s
madness, Bodach the imp. This imp is possessed of all the rage of
its creator and bears a deep, abiding hatred for the high elves of
Aihrde. When held by any elf but a high elf (or half-elf who is not
the offspring of a high elf), the sword becomes a living thing and

MONSTERS & TREASURES OF AIHRDE 167


TREASURE
will talk to its “master,” trying to influence the wielder. Bodach’s from the wielder, and those with 5-12 HD become shaken for 4d4
goals are always twofold, to kill servants of the enemy or the high rounds, suffering a -2 on all to-hit rolls and attribute checks. The
elves. It will attempt to drive its master to war on these creatures. wielder can also detect any type of scrying.
Noxmurus is a sentient artifact, and as such, can control the will
of its wielder (see Castles & Crusades Monsters & Treasure). The sword has two natural enemies, orcs, and elves. Against orcs,
Noxmurus has a will of 21. the wielder always gains initiative. Against elf or fey, the blade has
a malevolent effect. On a roll of a natural 20, the elf or fey’s spirit is
Its greater and lesser abilities are listed below. forever destroyed, thus cursing them to live out their days as shadows
of their former selves, eventually becoming a banshee (see Castles &
When unsheathed, the sword allows the wielder to move silently Crusades Monsters & Treasure).
as a 5th level rogue, and if in a forest environment, the bearer can
become invisible at will to all beings with fewer than 15 hit dice Ex: Nil Value: Nil
and to all elves (as the spell: invisibility). Also, elves and half-elves
wielding the blade may summon and command Bodach the imp
upon command. Bodach acts as an imp-familiar in all respects
O
(see Castles & Crusades Monsters & Treasure, Imp).
OMDURMAN
The blade imparts a resistance to poison (as the dwarf ability), as This sword Kain the Godless bore for close to two centuries, as
well as darkvision up to 120-feet. It can detect magic within a 20 many believe he still does. In any case, the blade and the warrior
foot radius. When borne by any elf but a high elf (or half-elf who is possess a symbiotic relationship, one understanding the other and
not the offspring of a high elf), the sword bestows a glamour upon their purpose. It is an excellently crafted longsword of simple design,
the wielder, allowing the wielder to make himself seem greater forged from metals whose origins lie in the Great Empty of the Void. If
than he is. The glamour acts similar to the frightful presence separated from Kain, it always attempts to return to him.
of dragons (see Castles & Crusades Monsters & Treasure). The
glamour unsettles creatures within 120 feet if they have fewer than This blade is +5 vorpal sword. It is intelligent and evil. When
12 HD. A potentially affected creature that succeeds at a wisdom drawn, the wielder gains darkvision and twilight vision at a range
save (CL 20) remains immune to the glamour for one day. On a of 240 feet and a +3 to all charisma checks. The sword speaks
failure, creatures with 4 or fewer HD panic for 2d4 rounds, fleeing the Vulgate tongue, and can communicate telepathically.

VORPAL ENCHANTMENT: This enchantment allows the weapon


to sever the heads of those it strikes. Upon a successful roll of
20 (including the bonus +5), the weapon severs the opponent’s
head (if it has one) from its body. Some creatures, such as many
abominations and all oozes, have no heads.
Will: 22
Ex: 25000 Value: 225,000gp

P
PATRICE’S INDEX OF POTIONS
This massive book provides a complete list of every single type
of potion, describing all their properties and effects, to including
what manner of container they are likely to come in. It does not
tell how to make potions or even what their ingredients are; it
is only good for identification purposes. The book itself is non-
magical. There are several copies of the book in existence, but
they are rare and highly prized by magi, sages, and the like.
Ex: 150 Value: 1500gp

PRIDE OF THE GOBLINS


A simple trunk of wood and iron holds the greatest magic of the
eldritch goblins. Their pride is here, bound in a jewel of amber,
for therein rests the soul and power of Ondluche, that most fell

168 CASTLES & CRUSADES


TREASURE
of goblin mages. To break the spell which binds him would bring bows unique to their owner. Kings often equip their troops with
back the power of evil that only the dwarves of old battled and bows stained in the color of their coat-of-arms. Nobility and
held. The goblin folk yearn for and quest for their goblin pride, adventurers often commission skilled artisans to stain Rilthwood
for to possess it and to free their greatest king would mean they bows with patterns and symbols.
could resume their war upon the dwarves, who are but shadows
of their former selves. Arrows made from Rilthwood also absorb stain, and they seldom
snap or splinter unless scoring a deep strike. Men knew Roland’s
The Pride is a fist-sized piece of uncut amber. It does not glow or Raiders, an infamous mercenary troop, for their half-red,
nor seem to have any special properties. Looking in it reveals a half-white Rilthwood arrows.
multifaceted shadow which, if held under flowing water, takes
the form of a goblin lord. Only an eldritch goblin can access Composite bows made from Rilthwood are expert items and
the powers of the Pride. When accessed, it enflames the natural their range increment is increased by 20 feet. Arrows made
hatred of goblins for dwarves, even those decent goblins of of Rilthwood have a hardness of 5, 2 hit points per inch of
eldritch who call dwarves their friends. Most of the powers of thickness, and a break CL of 12.
the Pride are ephemeral in that they enhance the innate powers Ex: Nil Value: 10gp apiece
of the eldritch goblin possessing it. As each eldritch goblin is
unique, so are the powers bestowed upon the possessor of the THE RING OF GRUACH THE GOBLIN LORD
Pride. The CK should determine the effect of the jewel upon any
eldritch goblin that possesses it. Forged in the depths of time during the First Goblin-Dwarf War, this
ring is an artifact of eldritch power with a long and bloody history,
Notwithstanding the unique effect the Pride has on its possessor, though it most recently served as a symbol of peace between goblin
it will also bestow the following upon eldritch goblins: +1 to all and dwarf. During the War of the Pit, Dolgan dwarf-lord forged a
abilities, +3 to any morale checks with goblins, SR 10, stoneskin friendship with a fellow slave, the eldritch goblin Agmour. Dolgan
(3 times per day, wielder only, 10 minutes), detect thoughts (at fought side by side with Agmour for ten years beneath the tree,
will), detect dwarves within 1 mile (at will), cannot be surprised; and upon their eventual escape, they pledged blood brotherhood
and gains a +2 in combat, to hit and damage checks. to one another and peace between their peoples for so long as
Dolgan sat upon the throne of Grundliche Hohle. But Praeconius,
If the goblin Ondluche is freed from the gem, then the jig is up. an eldritch goblin whose memory stretched long and long back
to wars, sought to break the peace. He bade Dolgan to
Q prove his worth by placing upon his finger the ring
of Gruach. When Dolgan did this and mastered
the ring, Praeconius stood dumbfounded and
QUIL SKIN named Dolgan the War Chief of the goblin
The skin of the quil is extraordinarily tough and resilient. Skilled horde. Dolgan’s dwarves fought alongside
armorers can use it to cover shields or helms. Any such items Agmour’s goblins for the remainder of the
gain a +1 to their AC. Winter Dark Wars.
Ex: 250 Value: 1000gp After the banishment of Unklar, Dolgan
surrendered the ring to his brother Agmour,
QUIL CLUB who wore it for many years until it was lost during one of
Fashioned from the stone-like skull of the quil, these clubs are Agmour’s many journeys across the breadth of Airhde. Agmour
immensely powerful, gaining a +1 to hit and damage. The nature is the rightful owner of the ring.
of the quil’s head is such that it is not simple to attach the skull This irregularly shaped ring is made from a strange, greenish,
onto a club; it requires a skilled armorer to do so. organic-metallic substance and pulsates with warmth and power.
Ex: 250 Value: 1000gp
The ring bestows the following powers: time stop 1/week, word of
recall (1/day), suggestion (3/day), detect lie (3/day), true seeing (1/
R day), detect magic continuous, detect invisibility continuous. The ring
also carries the curse of the goblin bane.
RILTHWOOD GOBLIN BANE: Any wearer who bears a substantial enmity
Rilthwood trees grow in the Red March, and they provide ideal toward goblins will become instantly inflicted with the insanity
wood for the construction of bows, especially composite bows, of suicidal tendencies (no save, magic resistance at 1⁄2). Remove
and arrows. The slender Rilthwood trees have stark white curse is ineffectual. The name and location of any bearing the
bark and shiny, broad green leaves. In the fall, the leaves turn ring under such an affliction becomes known immediately by its
a brilliant red. Every Rilthwood tree has a unique swirl to its rightful owner, who seeks the wearer out. Any other eldritch
grain. The wood absorbs stains easily, highlighting the natural goblin seeing such a character instantly knows the same,
swirls of the grain. The stains applied typically make Rilthwood whether or not the ring is openly displayed, and they attack

MONSTERS & TREASURES OF AIHRDE 169


TREASURE
unquestioningly in an attempt to gain ownership of the ring. A OF CHAOS: HISTORY: These threads are thick and hollow, curling
wish or limited wish (treat as a dispel magic) might remove the ring, in on themselves, and their ends fray continually. They resemble
but not the insanity. strands of wool, and are silver in color. These threads are rarely
used, as for they have almost no point or purpose. When one of
RIGHTFUL OWNER: The rightful owner of the ring remains as such these threads touches an item, it causes the item to temporarily
until such time as they name a new rightful owner. If they die levitate (weight limit 5 pounds). After 1d6 rounds, the thread
before doing so, then the first eldritch goblin to possess the ring unravels itself, and the item falls to the floor. Winds often catch
becomes its rightful owner. these threads carrying them about, floating around without
Ex: Artifact Value: Artifact purpose or design. Items they touch lift and drop continually,
leaving a string of chaos behind. These threads are often called
RING OF SOUND shinknots (“shin” is Dwarven for chaos). An encounter with
such a thread often leaves one baffled and annoyed, for no rhyme
Of old, the dwarves cast many of their or reason lies in the chaos from a shinknot.
magical runes into various objects,
imbuing those objects with the powers Ex: Nil Value: 10gp per thread
of the rune magic; such were the rings of
sound. It is a simple brass band with a RUNE STONES
single rune etched into its surface. The
rune, plainly visible is the Roan Kolch These are magical stones crafted by the goblin-wizard, Ondluche.
Viel, the rune of sound. They contain the magic of some of the original sorcery. Long ago,
they were scattered throughout the world and few now would
The rings encases the RuneMark in a globe of know them if they found them. Nulak-Kiz-Din unearthed the
silence, protecting the possessor from most sound-based attacks, knowledge of them during his long researches; during the Age
allowing him to concentrate on difficult tasks by driving out of Men and he quested for many years to find them. His rune
needless noises or distractions. However, these simple uses are lore grew deep and he catalogued them into schools: the winter
not the ring’s only power. The ring can enhance one’s voice, runes, blood runes, the Og-Aust runes, autumn runes and so
allowing it to carry over great distances and tumult. Commands forth. Though he did not find all of them, he did find and master
shouted through use of the ring inspire those friends who hear the winter runes. He used them to summon Unklar the Horned
them; any friend gains a +1 to all attack rolls upon hearing the One to the ruin of the world. The rune stones remain scattered
voice. The effect lasts only so long as the shouting continues. In throughout the world.
a more deadly use, the ring can imbue sounds with enough power
to be hurled at someone, causing 1d4 points of damage and The rune stones are spells, and appear as small stones with
stunning the opponent for 1d4 rounds; a successful constitution glyphs upon them. The glyphs range in size and make and are
save negates the effect. almost impossible to read. They are cast in the language of the
goblins. There are huge numbers of these stones, but they are
Ex: 5000 Value: 20,000gp
almost impossible to find, for they are small and were fashioned
so long ago.
ROAN THREADS
When RuneMarks fashion the Roan ot Eluet, that is the runes Full descriptions of the rune stones are not included in this book,
of thread, they perforce a great many strands which are not as they reflect the spells of the modern era. However, there are
wholly made; these, they cast aside more often than not. Some, schools of magi who devote themselves to one set of runes or the
however, are possessed of magical qualities. There are several other, mastering their powers, and there are, no doubt, treasure
types of these threads, the most common of which are the threads troves where the runes lie in great abundance. Several rune types
of law and the threads of chaos. are included here in order to better understand the nature of
some of the magic items listed below.
OF LAW: The threads of law are long, thin, golden strands that
end in a perfect form. The wise use these threads to bind things, RUNES OF ONDLUCHE: The Ondluch-Eroan are runes of destruction.
such as armor, articles of clothing, equipment, packs, saddles, etc. They are used in war and to bring suffering to others.
When they are used, they bind things perfectly and are almost
unbreakable. A knot tied with such a thread is almost impossible AUTUMN RUNES: These allow one to hide within oneself as a
to untie (CL 30) or to cut (AC 15). But once used, they spoil tree in the winter, becoming dormant. Spells in this category are
and lose their magical qualities. When tied, they do not bend, or hiding spells, sustenance spells, dimensional travel spells, etc.
untie, but rather break. These knots are commonly referred to as Consumption of the Mileal Leaf heightens one’s ability to master
todknots (“tod” is Dwarven for unbending). A rope can be woven or “see” these runes.
from these threads, though many hundreds of threads would need
to be gathered; such a rope would be almost unbreakable. WINTER RUNES “THE PATHS OF UMBRA”: These allow one to
Ex: 50 (per thread) Value: 10gp per thread plane travel. These are most commonly associated with Nulak-
Kiz-Din’s mastery of the Wall of Worlds and his summoning of
the Horned God to Aihrde.

170 CASTLES & CRUSADES


TREASURE

THE BLOOD RUNES: These stones allow one to time travel. None The small leather bags are simple and
have ever mastered the blood runes, though Patrice, Sagramore, hold little design, though they cinch
and Trigal have come close to understanding them. Many believe at the top so tightly that no substance
that they are tied to the rings of brass. can enter or leave. The flasks are
generally made of iron. Each bag or
RUNE BOX flask contains 6-12 rune stones.

In the early days of their wars with the goblins, the dwarves Each bag contains the number of
sought many ways to use the magical runes. Their most skilled applications equal to the Rune Stones
craftsmen used sand as paper; setting thin layers of sand upon within. The effects should be rolled
the curtains of glass, they cast the runes upon it. Through their randomly on the following chart:
crafts they bound, the grains of sand so that one grain held true
to another; when bound, they seemed as thin sheets of paper. In D% POWER
order to protect the sand-sheets they gathered the loose sand up 01–06 Item can detect opposing alignment at will
and placed it in small boxes. When opened, the box seemed filled
with sand only, but upon uttering the proper command word, the 07–10 Item can detect undead at will
sand rose in a swirling mist until it took the shape of the original 11–13 Item can cause fear in an enemy at will
sheet and revealed the rune embossed upon it. 14–18 Item can use holy word on a foe 1/day

The rune boxes are made of stout woods, generally from the 19–23 Item can use dismissal on a foe 1/day
ancient Peril Trees. Beautifully crafted and embossed with gold 24–28 Item can use lesser globe of invulnerability 1/day
or silver and set with platinum and gems, the boxes alone were 29–33 Item can use arcane eye 1/day
worth small fortunes. The linings consist of softened hide, where
34–37 Item has continuous detect scrying effect
the sand of the sand-sheet lies. It is impossible to remove the
sand by pouring it out or removing it. If someone attempts to 38–41 Item creates wall of fire in a ring with the wielder at the center 1/day
take out a pinch or separate any of the sand from the box, they 42–45 Item can use quench fires 3/day
fail. A magical trail of dust connects the removed sand from the 46–50 Item can cast prismatic spray 2/day
sand in the box so that it is able to trail back.
51–54 Item can use wall of wind 3/day
The sand sheet acts as a magical scroll. There is only one spell 55–59 Item can use clairvoyance 3/day
per sand-sheet and one sand-sheet per box. The spells are always 60–64 Item can create magic circle against opposing alignment at will
very powerful, 7th level and beyond,
65–68 Item can use haste on its owner 3/day
(cleric, druid, wizard or illusionist).
One can cast the spell from the rune 69–73 Item can cast light as bright as daylight 3/day
box without harming the sand-sheet. 74–76 Item can cast mass heal 1/day
Even those who are not studied in 77–80 Item can teleport 2/day
magic are able to master the spell
81–85 Item can cast wall of thorns 3/day
and use it; though any non-caster
who attempts to cast the spell must 86–91 Item can locate creature 3/day
have some ability to read it and risks 91–97 Item can use fear against foes 3/day
the spell backfiring and striking 98–100 Item can use detect thoughts at will
them. A successful intelligence
check (CL equal to the level of the Ex: 7500 Value: 45,000gp
spell) is necessary to prevent this.
Ex: Spell Level Value: 4,000gp RUNE SHIELD
In ages past, the northmen, the first of the tribes of men to
RUNE POWDER interact with the dwarves, learned some of the basic concepts
Much as with the rune box, the rune powder served the dwarves behind the magic of the runes. It became a common practice
in hiding the magic of their precious runes. This process was, for families to create items which exemplified them. The rune
however, far more difficult than making the sand-sheets. Only shield was, as it remains today, the most popular. These shields
a master smith could manage the difficult workings of this are most often large, round war boards. Some are metal bound
transformation from stone to dust, and so powerful was the magic or iron cores, and many are twice the size of a man’s chest. They
of the rune stones that he could not powder them with anything are sturdy and decorated with family crests. The smithies etched
but the king’s own hammer. They then gathered the powder of magical dwarven runes into their wood or iron.
several runes and placed it in small flasks and specially designed
These shields are possessed of the magic in the rune of shielding,
bags. They used them as sources of power for the rune spells.
thus granting the wielder a +5 to his AC. Furthermore, the
shield is able to absorb the impact of blows that might otherwise

MONSTERS & TREASURES OF AIHRDE 171


TREASURE

wound the bearer. With a successful dexterity check (CL = to the SHROUD OF AIDEN
damage received from the attack), the damage is reduced by half. For a time, Aiden served as the alter-ego of Aristobulus, a magi
The shield can absorb damage in this way three times a day. of wondrous power. His blood was linked to the arch-magi’s,
Ex: 5000 Value: 25,000gp being the descendent of his brother. When Aiden died by dragon
acid, the daughter of Daladon demi-god of the Watchers of the
Wood, Fedalia, laid a cloth across his body to cover his horrible

S scars. The cloth served as the boy’s funeral shroud when the
Watchers in the Wood buried him. Being a frugal folk, they kept
the shroud, for it was still a good piece of cloth. Unbeknownst
SHIELD OF IAHNEAL to any, a piece of Aiden’s soul became entwined with the cloth,
giving it a life of its own. The cloth appears as little more than a
This rune shield is fashioned by powerful white cloth of irregular size about six feet in length. If detect magic
wizards who concoct a magical ink from the is cast upon the stains of Aiden’s wounds, they show upon the
sap of ents and combine it with dew taken cloth, revealing its magic. The cloth is indestructible by anything
from the petals of the purple crocus flowers. short of dragon fire.
They use the ink to write runes upon a shield,
which serve to obscure the shield’s bearer from When worn the cloth grants the recipient visions into the outer
the sight of the most watchful of guardians. The planes, even the into the Shadow Realms or the Halls of Stone.
runes bewilder the viewer by displacing the electrical energy put It allows the character to detect evil/good/law/chaos, detect thoughts
forth by all living creatures. The possessor appears as little more than (100 ft. range), and divine lies at will with concentration.
waves of heat on a sunny day to any looking upon them. The runes
Ex: 1200 Value: 40,000gp
can fool the most determined watcher, including the Cunalrur.

A leather case decorated with duplicate writings of the rune SHROUD OF DARKNESS
covers the shield when not in use. Covering the shields is When Unklar, the Horned God, came to Aihrde, he set himself
necessary because the runes fade with time. On average, the many herculean tasks. His purpose was to bind the world to his
shield can be used uncovered for 2-6 hours. Many uses, of will and to his vision of what he believed the All Father meant to
course, won’t last but a few minutes. The leather case is magical, make of Aihrde. He gathered before himself the Wall of Worlds,
protecting the runic writing from harm in combat. that band of power which separated Aihrde from the Void, and
Ex: 1000 Value: 350gp he cast it back out as a great shroud of clouds and fogs. The light
of stars, moon, and sun fell away from Aihrde, and the land was
SHIELD OF ILLUMINATION locked in Winter’s Dark. This Shroud hung over Aihrde until the
gods warred upon the Horned God and unmade it. It fell upon the
These shields originated in the island kingdom of Tagea, where earth or rose to the depths of the heavens, scattered and destroyed.
the soldiery often employ them to blind their foes before loosing It now lingers in the heavens as a distant mist only, the last bulwark
their Tagean hounds upon them. A black border edges the against the Void. But the remnants of the shroud that settled in
bronze face of these small iron shields; a Tagean rune of light Aihrde became deadly pools and mists. They are places of grave
emblazoned on the face of the shield is the source of the armor’s danger, where travelers become lost even in small areas and freeze
magic. It is much favored by Cleaver the Pit fighters, gladiators, to death, for the want of warmth is ever in these pools. But some
and individual heroes.
there were of great skill, mages of the Path of Umbra who sought
A bearer of one of these magic shields gains +1 magical bonus to out these mists and gathered them. Thus were fashioned the
their AC. In addition, when activated and only once per day, the shrouds of darkness; crafted from the very stuff of the All Father’s
rune unleashes a blinding flash of light. It blinds everyone within Wall of World, corrupted into Unklar’s shroud. These magi wear
20 ft. of the visible range of the shield for 1d4 rounds, except the these shrouds as cloaks of power, and they hide themselves in the
wielder; a successful dexterity save negates the effect of the light. frozen breath of their long gone master.
The shield is not useful in large formations, for its size precludes
When worn, the shroud looks more like a mist than a cloak. It
it locking with other shields.
hovers about the shoulders as if it were floating, long misty tendrils
Ex: 500 Value: 4,000 writhing, trailing into the air and across the ground. The shroud is
moist to the touch and very cold (20 degree Fahrenheit).
SHIELD OF SHATTERING
The shroud can, upon command, cover an area up to 20 feet
Dwarven wizards created these shields during the great in diameter from the wearer in a mist similar to the obscuring
Goblin-Dwarf Wars to help the dwarven infantry break the mist spell. It obscures all light and visions, including special
spear hedges of the goblins. They range in size and design. Any visions. The wearer gains a +10 on all move silent checks. It
non-magical weapon striking this shield must make a saving does not impair the wearer’s view. The shroud is cold, and upon
throw (CL 14), or it is broken. command, can strike out at any who enter the area of effect,
Ex: 750 Value: 4,000 lashing them with ice and biting wind for 5d6 points of damage.
172 CASTLES & CRUSADES
TREASURE
A successful constitution save reduces the damage by half. This This rune, or rather collection of runes, he bound in a heavy,
attack can be made only once per day. The wearer can also send three pronged staff. He shod the staff in Oracalcum metal, for
out tendrils of ice to strike others up to 20 feet away. Up to six this metal alone could hold the power of the rune magic. With
tendrils may attack; a successful touch attack causes 1d6 points this staff in hand, Nulak found that he had but to activate the
of cold damage. This attack can be made only once per day. staff and he could travel the planes with ease, freeing up his mind
and resources for other tasks. Nulak-Kiz-Din lost the staff in one
Though a strong gale-forced wind can shred the shroud, it of his many battles with the Arch-Magi Aristobulus during the
regenerates in 1d4 turns. Winter Dark Wars. Some of his peers learned this skill, and they,
Ex: Artifact Value: Artifact too, cast the winter rune into items crafted of Oracalcum metal,
though none ever surpassed the staff in beauty or power.
SKRUEL’S CLIMBING SPIKES
The staff is five feet long, one inch in diameter, and made entirely
Fashioned with goblin magic during an assault on the fortress of of Oracalcum metal; it reflects the glowing, golden copper color
the fire giant king, Nurrich, Skruel’s climbing spikes allowed the of that metal. The head of the staff is capped by three prongs
intruders safe descent down a thousand foot escarpment to attack that serve as a focal point for the spell. When activated, each
the fortress from within. These spikes appear as a simple iron spikes prong of the staff sends forth tendrils of gas and electricity, each
with an eyehook and the goblin rune for “hold” on the shaft. inter-arcing with the other. After they have all connected, the
electrical discharge opens a gate through the Wall of Worlds and
to the Void. The gas encases the barer in a protective shield.

This staff of the winter rune is made from Oracalcum metal,


making it a +5 staff. Recharging the staff is possible by casting
the relevant spells into it. The staff has a Will of 22, is neutral,
and in conjunction with the below abilities, it has all the
powers of an artifact.

It has the following abilities:

Astral projection (3 charges)

Disjunction (5 charges)

Gate (3 charges)

Ex: Artifact Value: Artifact

When one speaks the command word, “hold,” in the Goblin


STATUE OF WELL TIDING
tongue, a spike embeds itself into the hardest stone, wood, or
even ice, and it supports up to 1500 pounds of stress. They also Created by the Og Aust for the ancient Ethrum, these small statues
magically strengthen any rope passed through the eyehook to are not uncommon. Fashioned from any number of substances, the
support 1500 pounds, even thin twine. The use of the spikes statues of well tiding typically resemble a place or creature. Any
grants a +10 modifier (non-stacking) to all climb checks. character possessing one of these statues is allowed one dice re-roll
Typically, there are 1d8 spikes bundled together. Once embedded, in a gaming session. The item never radiates magic.
it takes great effort to remove a spike (CL 10). Ex: Nil Value: 1000gp
Ex: 200 (per spike) Value: 1000gp (per spike)
STAVES OF MORDIUS
STAFF OF THE WINTER RUNE Through the treachery of her brother, Mordius the Green fell;
Since the long fall of the dwarves, only a few have wholly her blood flowed as a river through the forest of her home. It
mastered the use of the magic of the rune spells and rune soaked into the earth, and that ground became holy. The plants
stones. When Nulak-Kiz-Din came to rule the White Order, that grew there flourished like no other. They suffered no blight
some amount of discipline began dominating the study and or blemish; no flaw could corrupt their growth, for the power
usage of this strange and wonderful magic. For many long of the earth goddess nourished them. In later days, the druids
centuries, the magi struggled with its mastery. With success, harvested the fallen wood, the plants, flowers, even the soil of
the dread magi set to the task of making items to hold the magic the grove. These they held in great reverence. The wood they
and the power he discovered. He did this for many of the rune harvested from the grove was strong and very magical. They used
stones, the blood runes, the winter runes particularly. The it to fashion hafts for weapons, staves, and spears.
greatest of these he recast in a form both usable and portable;
such is the winter rune.

MONSTERS & TREASURES OF AIHRDE 173


TREASURE
Any weapon created from the wood of Mordius’ trees gains an SUK, SAP
automatic +1 to hit and to any attribute checks. This ability The sap of the suk tree, if drawn properly and in measured doses,
stacks with any other bonus. For example a staff of the woodlands provides the knowledgable with curative flakes. Boiling the sap
that is fashioned from Mordius’ wood gains all its normal abilities dries it out, leaving a flaky residue. These flakes, when placed
as listed in the Monsters & Treasure in addition to the +1 bonus. upon open wounds, can cure up to 1d8 points of damage per
The bonus does not extend to damage. application. Drawing out the sap is a tricky business, for the sap
lies deep in the tree, and pulling out too much damages and kills
Furthermore, any item fashioned of this wood grants the wielder
the tree, spoiling any remaining sap instantly. A skilled ranger or
the abilities to move through a forest without impediment, acting
herbalist can draw out enough sap for four applications. They can
in all respects as if a freedom of movement spell.
only do this every 7 days or so, but it can be done all at once.
Ex: 250 Value: 1000gp Ex: Nil Value: 200gp (per application)

STONES OF GUIDING SWORD OF CRATEUS


The dwarves of old took indigenous rocks of a region and placed Crateus was an anti-hero bound in this sword by the wizard Zaos.
them contrary to the lines of geographical development, hiding This sword is altogether evil, and Crateus constantly seeks t o
them among rock. In this way, they developed a message system break out of his prison. Red runes line the blade of
and guide trails permanent but utterly hidden to all but their kin. this massive two-handed sword. A steel scabbard
Only dwarven master-stonemasons are capable of inscribing and suffers to house the blade. The sword
laying these stones. Any dwarf can read and follow them. of Crateus is a +3 two
handed sword. The blade
These are indigenous slabs, tablets, or monoliths of rock that is altogether evil, though
appear to be natural to the terrain. if detected it seems to be
Ex: 250 Value: 1000gp neutral.

When unsheathed, the sword must


SUK, BARK draw blood or it will attempt to slay
The thin, gray, bark of the suk tree, when dried in the sun for 6 its wielder. If the wielder fails to draw
hours, provides nourishment. The bark must be fresh and peeling. blood with the blade after loosed
Once it has sunned, the bark shrinks and lies flat, making a thin from its scabbard, the sword
wafer-like shape. These tasteless wafers serve many as rations. becomes a dancing sword and
Any given suk tree provides up to 7 days’ worth of rations when attacks the wielder, fighting until
first cultivated. If attempts to cultivate it continue, it provides it slays the wielder or 20 rounds
one day; worth of rations every four days. Each day’s worth have elapsed. The blood can
consumed heals the recipient 1d2 points of damage. be any blood other than the
wielders’:, animal, monster, etc.
Ex: Nil Value: 20gp (per day)
Ex: 5,500 Value: 20,000gp
SUK, FLOWERS
JACKAL SWORD
The flowers of the suk tree provide a potent sleeping agent.
If picked within 24 hours of the petals hitting the ground and Hundreds of these swords were created during the Winter Dark
cured properly, they retain the magic of the tree. Later, when Wars to outfit halflings troops. With the aid of their jackal swords,
boiled in the open air, the flowers put off a scent that lulls those warriors of that race were able to more readily hide from the ungern
within a 50-foot radius of the boiling. The scent lingers for one and other hunters. The halflings effectively used the swords for
hour. Anyone who smells the scent must make a successful infiltration and sneak attacks. They appear as little more than
constitution save (CL 4) or fall into a relaxed, comfortable sleep nondescript, battered short swords fashioned of common steel.
of untroubled dreams. The sleep lasts for a full 12 hours, unless
Within these +1 swords live jackal-like spirits. By speaking
the person awakens by some violent means. Anyone who sleeps
the command word, “hunt,” in the halfling tongue, the wielder
thus heals 1d8 points of damage. If forced out of the sleep, the summons forth the “jackal.”
victims remain groggy, making all checks and combat rolls at -4.
The smell of fresh earth counteracts the scent; those who use the GHOST JACKAL (This neutral creature’s vital stats are HD
suk flowers regularly often smear a little earth beneath their nose 1d8+2, AC 15, HP 8. Its primary attributes are mental. It attacks
before boiling the leaves. with a single bite for 1d4+1 points of damage. Once a day, it is
Ex: Nil Value: 500gp able smite evil; upon a successful hit, the jackle deals an additional
8 points of damage.)
Ex: 1000 Value: 8,000

174 CASTLES & CRUSADES


TREASURE

T TRUNCHEON OF LUST (Light Mace): This silver mace’s former


wielder possessed it and the font of desire. The lover of a recent
conquest slew him. It is a +1 bloodline weapon. Once per day its
TAGEAN SPEAR wielder may cast change self.
Fashioned from trees killed by the Tagean wyrm, these spears are TRUNCHEON OF LONGING (Ring): This truncheon is an
partly magical in nature. They are very difficult to make, only unadorned, copper ring of shooting stars (see Monsters & Treasure).
the most skilled craftsmen are able to forge weapons from them. It was hidden as a base ring of the font of longing, falling off soon
The spear’s black haft is unbreakable, soaked through as it is by after the font went forth into the world.
the acidic secretions of the wyrm. A point of bronze, shaped and
sharpened with exquisite care, tops it. The weapon is usually 8-10 TRUNCHEON OF SORROW (Net): This net became associated with
feet long, cannot be broken by normal means, and is weightless, the font of sorrow when one of its possessors hung himself with it.
with an EV of 1. It imparts a +2 to all attack and damage rolls. It It acts as weapon able to strike the incorporeal, able to entangle
cannot strike creatures requiring magical weapons to be hit. incorporeal creatures.
Ex: 500 Value: 2000gp
TRUNCHEON OF GREED (Morningstar): The first possessor of the
font of greed hired a guardian to watch over it. That guardian
TRAP DUST carried this weapon, a +3 morningstar of flaming; when slain by
This bag of dust, the ash from the burned bones of a thief, when his master, the weapon became wedded to the truncheon.
cast into the air, detects and outlines traps within the area,
making them, or at least the triggers, readily visible. Each bag TRUNCHEON OF GLUTTONY (Huge Club): This massive club grows
covers 200-square feet. Normally only a pinch is required to with each possessor of the font, mirroring the unfulfilled desires of
cover 10 square feet. the font’s possessor. It is a +3 club of disruption, but requires a 17
strength or greater to wield it.
Ex: 200 Value: 500gp
TRUNCHEON OF JEALOUSY (Wand): This wand acts like a rod of
TWIG OF THE BANSHEE negation. It appears in the possessions of anyone who maintains
This small twig fell from the Great Tree long ago. It possesses ownership of the font of jealously for one week.
several powers.
TRUNCHEON OF MADNESS (Battleaxe): An angry and resentful
When held in hand, the twig allows the possessor to automatically dwarf that had once possessed the font of madness, but had rid
turn a banshee or ghost as a cleric. The twig can also conjure the himself of it, used this weapon. Once recovered from the font’s
thoughts of the undead; the wielder need but concentrate on a lost effects, the dwarf traveled the lands following the passage of the
soul, and he will see the former creature’s last thoughts. To use this font from hand to hand. If the afflicted possessor did not rid
power, the possessor must have some familiarity with the undead’s themselves of the font within a week’s time, the dwarf would slay
background. The twig also bestows a +1 to saving throws versus them. The dwarf eventually cast himself into a deep gorge, slaying
any special attacks by undead (such as a ghoul paralysis). himself. The axe is a battleaxe of life stealing.
Ex: 1500 Value: 5,250gp TRUNCHEON OF VANITY (Rod): This is a rod of cancellation and
has been wielded by at least five of the past possessors of the font
TRUNCHEONS OF NARRHEIT of vanity.
The chaos of the fonts held also the power of Imbrisius, goddess
TRUNCHEON OF THE LOST (Ring): This small black ring is a
of pain. Soon after the fonts went forth in the Winter Dark her
ring of invisibility. If overused, the wielder eventually becomes
curses materialized; these slivers of the goddess of pain took house
permanently invisible.
in weapons, both wicked and foul. Each one of these weapons
corresponds to one of the 13 fonts of narrheit. In some cases, their TRUNCHEON OF THE ABANDONED (Broadsword): This is a
design is to protect and serve their corresponding font. Others bloodline weapon used by a paladin to slay a friend in possession
came about because of its font’s effect upon its environment. of the font of the abandoned. The wielder of this broadsword may
cast remove curse once per week.
TRUNCHEON OF HOPE AND LOSS (Spiked Gauntlet and
Punching Dagger): To relieve him of his agony, a loyal friend TRUNCHEON OF HATE (any): This weapon takes the form of the
of the first possessor of the font of hope and loss killed him with primary weapon used by the possessor of the font of hate. It is a
these weapons. The spiked gauntlet is a +3 defending weapon. +3 weapon, granting the wielder a +1 to initiative and dodge.
The +2 punching dagger acts as a rapier of puncturing; three times
per day, it allows the wielder to make a touch attack with the TRUNCHEON OF PRIDE (Bastard Sword): This weapon always
weapon that deals 1d6 points of temporary constitution damage travels with the font of pride. It acts as a bane sword against lawful
by draining blood. creatures.

MONSTERS & TREASURES OF AIHRDE 175


TREASURE

U The vial is allowed only one use every 48 hours, and then it must
recuperate its magic.

Ex: 6000 Value: 44,520gp


ULEP CHARMS
Ulep charms are made from the bones of dead dwarves, gnomes,
halflings, or elves. Carved from the bones of fallen demi-humans, W
smoothed, then attached to a chain or bracelet, these charms
protect the bearer from fear or any type of demoralizing effect, WAZK SCALP
whether magical or otherwise. These charms, fashioned by the Any weapon that possesses a scalp-lock of the wazk has the same
hlobane orc shamans, are highly prized by folk of that ilk, as ability as that monster’s screech attack. During combat, whenever
they impart a sense of calm and reason to the bearer. Many such the weapon is wielded, the scalp-lock whistles and screeches
orcs possess these charms, allowing them to withstand the most through the air. Only those actively engaged in battle with the
grievous losses without effect to their morale. wielder of the scalp-lock hear the screech. They must make a
Ex: 300 Value: 2000gp successful charisma save or suffer a -1 to hit and -1 damage. The
effect only lasts for the next combat action. The scalp-lock only

V
stays intact for 1-4 weeks; then it loses its magical ability.
Ex: Nil Value: 250gp

VIAL OF CREATION WAY OUT MARBLE


These vials are rare and wonderful items. This small glass bead, when placed on the floor, rolls toward the
When the first of the Runearks, those nearest exit. It may roll up hill, but cannot roll up stairs (it can
belonging to the White Order, crossed roll to the base of stairs if the stairs lead out). The marble has a
the Wall of Worlds into the Void, they chance of detecting secret doors equal to an elf, but only if the
found life there unbearable. Their senses secret door leads out. Out does not mean the safest way out.
pounded by the Great Empty, they were Ex: 100 Value: 250gp
often driven mad. But the gulf of nothingness
that enveloped them proved only one of the WINTER ROSE
many perils of the Void. Those who travel
there must bind themselves in protective spells These magical plants found only the environs of a unicorn’s
or create items that can carry the breath of life. Thus, the White domain. The winter rose thrived during the Age of Winter’s Dark.
Order fashioned the vials of creation. The wizards set the rune It is now extremely rare, though more common in the Detmold.
of creation upon the inner surface of glass; before the craftsman The winter rose is a rose with white petals and blue stems, covered
shapes the glass into its final form. The design allows them to in a multitude of small thorns resembling ice.
change the chemical composition of whatever substance or non-
The petals of the rose carry strong magic. A drink of wine brewed
substance occupies the bottle into air, resulting in the breath of
from the petals bestows one point of constitution in one day. The
life. Holding the vial in the hand and opening the lid allows the
effects of the winter rose may only be gained once in a lifetime
gas to escape. It clings to the user for several hours.
and are permanent.
These vials are small affairs, about six inches in height, straight Ex: 5000 Value: 10,000gp/rose
and narrow. They are clear, though when held up the light, they
seem to shine a faint blue. With many sides, they resemble a
prism in many respects. Z
This crystal vial has three basic functions. A command word
activates each function. ZEPHYR PLUME
The vial creates breathable oxygen, allowing the possessor to This horse tail plume, which
breathe normally while underwater or traveling upon distant may be attached to a helmet,
planes. The vial possesses about 24 hours of air. spear, polearm, etc., twitches
and sways, surrounding the
It also can create a poison gas, which the user can inhale and wearer’s head with a small
breathe out at an opponent. Whosoever breathes on the gas in breezy spiral, spinning away noxious fumes and vapors, granting
suffers 3d4 points of acid damage and 1d3 points of constitution +3 to saves versus gas attacks. The wearer smells all things at a
loss; a successful wisdom save (CL 4) negates the effect. The -5.
breath can cover up to 15 ft. in radius. The vial can create a gas,
Ex: 250 Value: 5000gp
which works as the spell remove disease.

176 CASTLES & CRUSADES

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